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## About The Pull Request Adds Contractors back to the game as a kit that Infiltrators (Only midround/latejoin Traitors, not roundstart) can buy. Buying this will give you access to the new Contractor items in the uplink (which replaces the Contractor shop). I've also refactored things about contractor and how it's handled, such as removed its sleep calls, swapping its UI to tsx, making it actually functional within more modern TG code and the reworked Traitors as a whole, among other things. I also fixed the contractor guide paper (the text was broken) and made contractor kit boxes no longer empty. Contractor items only appear once the contractor kit is purchased, but they can't be bought until you make an account. Video demonstration https://github.com/tgstation/tgstation/assets/53777086/c6aed4e8-bbd4-4ba0-b6a2-9f58fd308d09 Regular Traitors can't access it  The Contractor UI (Modified to not have a shop anymore) - Ignore the Invalid Targets, those appear when there's no possible targets  Roundend report  ## Why It's Good For The Game Contractor was a fun way of playing Traitor that isn't relying on RNG objectives to pop up, this is instead constant stream of content for the contractor that encourages non-lethal play, and is now a viable alternative now that Infiltrators don't have Reputation anymore. Link to bounty: https://tgstation13.org/phpBB/viewtopic.php?f=5&t=35160 Relevant image from bounty  ## Changelog 🆑 add: Infiltrators (Latejoin/Midround traitors) can now buy and use Contract kits again. del: Contractor baton can now only be purchased once. /🆑 --------- Co-authored-by: Jacquerel <hnevard@gmail.com>
250 lines
8.1 KiB
Plaintext
250 lines
8.1 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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/// Beacon weakref
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var/datum/weakref/beacon_ref
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/// List of networks
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var/list/beacon_networks = list("station")
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/// Number of uses left
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var/uses_left = 3
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/// Can be used indoors
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var/can_use_indoors
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/// Can be used on living creatures
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var/safe_for_living_creatures = TRUE
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/// Maximum force that can be used to extract
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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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. += span_infoplain("It has [uses_left] use\s remaining.")
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var/obj/structure/extraction_point/beacon = beacon_ref?.resolve()
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if(isnull(beacon))
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beacon_ref = null
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. += span_infoplain("It is not linked to a beacon.")
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return
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. += span_infoplain("It is linked to [beacon.name].")
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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/datum/weakref/point_ref as anything in GLOB.total_extraction_beacons)
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var/obj/structure/extraction_point/extraction_point = point_ref.resolve()
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if(isnull(extraction_point))
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GLOB.total_extraction_beacons.Remove(point_ref)
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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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balloon_alert(user, "no beacons")
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return
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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_ref = WEAKREF(chosen_beacon)
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balloon_alert(user, "linked!")
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/obj/item/extraction_pack/afterattack(atom/movable/thing, mob/living/carbon/human/user, proximity_flag, params)
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. = ..()
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. |= AFTERATTACK_PROCESSED_ITEM
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var/obj/structure/extraction_point/beacon = beacon_ref?.resolve()
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if(isnull(beacon))
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balloon_alert(user, "not linked")
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beacon_ref = null
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return
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if(!can_use_indoors)
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var/area/area = get_area(thing)
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if(!area.outdoors)
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balloon_alert(user, "not outdoors")
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return
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if(!proximity_flag || !istype(thing))
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return
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if(!safe_for_living_creatures && check_for_living_mobs(thing))
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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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balloon_alert(user, "not safe!")
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return
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if(!isturf(thing.loc)) // no extracting stuff inside other stuff
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return
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if(thing.anchored || (thing.move_resist > max_force_fulton))
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return
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balloon_alert_to_viewers("attaching...")
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playsound(thing, 'sound/items/zip.ogg', vol = 50, vary = TRUE)
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if(isliving(thing))
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var/mob/living/creature = thing
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if(creature.mind)
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to_chat(thing, span_userdanger("You are being extracted! Stand still to proceed."))
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if(!do_after(user, 5 SECONDS, target = thing))
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return
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balloon_alert_to_viewers("extracting!")
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if(loc == user)
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user.back?.atom_storage?.attempt_insert(src, user, force = STORAGE_SOFT_LOCKED)
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uses_left--
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if(uses_left <= 0)
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user.transferItemToLoc(src, thing, 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(thing))
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var/mob/living/creature = thing
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creature.Paralyze(32 SECONDS) // Keep them from moving during the duration of the extraction
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if(creature.buckled)
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creature.buckled.unbuckle_mob(creature, TRUE) // Unbuckle them to prevent anchoring problems
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else
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thing.set_anchored(TRUE)
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thing.set_density(FALSE)
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var/obj/effect/extraction_holder/holder_obj = new(get_turf(thing))
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holder_obj.appearance = thing.appearance
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thing.forceMove(holder_obj)
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balloon2 = mutable_appearance('icons/effects/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/effects/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', vol = 50, vary = TRUE, extrarange = -3)
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animate(holder_obj, pixel_z = 10, time = 2 SECONDS)
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animate(pixel_z = 15, time = 1 SECONDS)
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animate(pixel_z = 10, time = 1 SECONDS)
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animate(pixel_z = 15, time = 1 SECONDS)
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animate(pixel_z = 10, time = 1 SECONDS)
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sleep(6 SECONDS)
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playsound(holder_obj.loc, 'sound/items/fultext_launch.ogg', vol = 50, vary = TRUE, extrarange = -3)
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animate(holder_obj, pixel_z = 1000, time = 3 SECONDS)
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if(ishuman(thing))
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var/mob/living/carbon/human/creature = thing
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creature.SetUnconscious(0)
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creature.remove_status_effect(/datum/status_effect/drowsiness)
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creature.SetSleeping(0)
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sleep(3 SECONDS)
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var/turf/flooring_near_beacon = list()
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var/turf/beacon_turf = get_turf(beacon)
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for(var/turf/floor as anything in RANGE_TURFS(1, beacon_turf))
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if(!floor.is_blocked_turf())
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flooring_near_beacon += floor
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if(!length(flooring_near_beacon))
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flooring_near_beacon += beacon_turf
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holder_obj.forceMove(pick(flooring_near_beacon))
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animate(holder_obj, pixel_z = 10, time = 5 SECONDS)
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animate(pixel_z = 15, time = 1 SECONDS)
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animate(pixel_z = 10, time = 1 SECONDS)
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sleep(7 SECONDS)
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balloon3 = mutable_appearance('icons/effects/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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thing.set_anchored(FALSE) // An item has to be unanchored to be extracted in the first place.
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thing.set_density(initial(thing.density))
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animate(holder_obj, pixel_z = 0, time = 0.5 SECONDS)
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sleep(0.5 SECONDS)
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thing.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, 1.5 SECONDS, 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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obj_flags = CAN_BE_HIT | UNIQUE_RENAME
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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.Add(WEAKREF(src))
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update_appearance(UPDATE_OVERLAYS)
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/obj/structure/extraction_point/attack_hand(mob/living/user, list/modifiers)
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. = ..()
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balloon_alert_to_viewers("undeploying...")
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if(!do_after(user, 1.5 SECONDS, src))
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return
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new /obj/item/fulton_core(drop_location())
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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/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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/obj/item/extraction_pack/syndicate
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name = "syndicate fulton extraction pack"
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can_use_indoors = TRUE
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