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* Adds `UPSIDE_DOWN` movetype for negative gravity / makes Atrocinator affected by less things (#79785) ## About The Pull Request Fixes #79764 I was going to tackle this issue by slamming `TRAIT_NO_SLIP_ALL` on Atrocinator users and calling it a day, but like, that didn't feel proper. So I thought hey, we could just give them the flying movetype, even though they technically aren't flying it means they're unaffected by things that flying would make you unaffected by. Nope, this means the mob technically "negates gravity", so no falling and no feetsteps. Let's try floating - this give us feetsteps but no falling upwards. So instead of going back to square one, with `TRAIT_NO_SLIP_ALL`, I decided to go for the more complex route of just adding a movetype. Hence, move type `UPSIDE_DOWN`. This covers situations where a mob would be "floating" above the ground, but still walking. ...Negative gravity. This means overall the Atrociator acts more as you'd expect - you don't slip on ice, you don't trigger bear traps or mouse traps, you can walk over railings, unaffected by conveyor belts, etc. ## Why It's Good For The Game Makes the Atrocinator a lot more consistent with how you'd expect for it to work. Admittedly it is a bit niche use of movetypes, but it can possibly be expanded to more things in the future, who knows? I applied it to mobs on meat spikes (even though they don't move), just for proof of concept. ## Changelog 🆑 Melbert fix: Atrocinating mobs will now behave more as you'd expect. Meaning they don't slip on wet patches, can't trigger bear traps / landmines / mouse traps, ignore conveyors, and can walk over tables and railings. fix: Floating mobs are unaffected by conveyor belts, acid (on the ground), glass tables fix: Floating mobs won't squish stuff like roaches anymore fix: Fixes bear traps triggering on floating / flying mobs /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com> * Adds `UPSIDE_DOWN` movetype for negative gravity / makes Atrocinator affected by less things --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com>
274 lines
10 KiB
Plaintext
274 lines
10 KiB
Plaintext
// Used by /turf/open/chasm and subtypes to implement the "dropping" mechanic
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/datum/component/chasm
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var/turf/target_turf
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var/obj/effect/abstract/chasm_storage/storage
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var/fall_message = "GAH! Ah... where are you?"
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var/oblivion_message = "You stumble and stare into the abyss before you. It stares back, and you fall into the enveloping dark."
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/// List of refs to falling objects -> how many levels deep we've fallen
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var/static/list/falling_atoms = list()
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var/static/list/forbidden_types = typecacheof(list(
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/obj/docking_port,
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/obj/effect/abstract,
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/obj/effect/collapse,
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/obj/effect/constructing_effect,
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/obj/effect/dummy/phased_mob,
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/obj/effect/ebeam,
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/obj/effect/fishing_lure,
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/obj/effect/hotspot,
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/obj/effect/landmark,
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/obj/effect/light_emitter/tendril,
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/obj/effect/mapping_helpers,
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/obj/effect/particle_effect/ion_trails,
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/obj/effect/portal,
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/obj/effect/projectile,
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/obj/effect/spectre_of_resurrection,
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/obj/effect/temp_visual,
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/obj/effect/wisp,
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/obj/energy_ball,
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/obj/narsie,
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/obj/projectile,
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/obj/singularity,
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/obj/structure/lattice,
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/obj/structure/stone_tile,
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))
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/datum/component/chasm/Initialize(turf/target, mapload)
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if(!isturf(parent))
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return COMPONENT_INCOMPATIBLE
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RegisterSignal(parent, SIGNAL_ADDTRAIT(TRAIT_CHASM_STOPPED), PROC_REF(on_chasm_stopped))
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RegisterSignal(parent, SIGNAL_REMOVETRAIT(TRAIT_CHASM_STOPPED), PROC_REF(on_chasm_no_longer_stopped))
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target_turf = target
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RegisterSignal(parent, COMSIG_ATOM_ABSTRACT_ENTERED, PROC_REF(entered))
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RegisterSignal(parent, COMSIG_ATOM_ABSTRACT_EXITED, PROC_REF(exited))
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RegisterSignal(parent, COMSIG_ATOM_AFTER_SUCCESSFUL_INITIALIZED_ON, PROC_REF(initialized_on))
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//allow catwalks to give the turf the CHASM_STOPPED trait before dropping stuff when the turf is changed.
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//otherwise don't do anything because turfs and areas are initialized before movables.
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if(!mapload)
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addtimer(CALLBACK(src, PROC_REF(drop_stuff)), 0)
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parent.AddElement(/datum/element/lazy_fishing_spot, /datum/fish_source/chasm)
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/datum/component/chasm/UnregisterFromParent()
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storage = null
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/datum/component/chasm/proc/entered(datum/source, atom/movable/arrived, atom/old_loc, list/atom/old_locs)
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SIGNAL_HANDLER
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drop_stuff()
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/datum/component/chasm/proc/exited(datum/source, atom/movable/exited)
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SIGNAL_HANDLER
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UnregisterSignal(exited, list(COMSIG_MOVETYPE_FLAG_DISABLED, COMSIG_LIVING_SET_BUCKLED, COMSIG_MOVABLE_THROW_LANDED))
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/datum/component/chasm/proc/initialized_on(datum/source, atom/movable/movable, mapload)
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SIGNAL_HANDLER
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drop_stuff(movable)
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/datum/component/chasm/proc/on_chasm_stopped(datum/source)
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SIGNAL_HANDLER
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UnregisterSignal(source, list(COMSIG_ATOM_ENTERED, COMSIG_ATOM_EXITED, COMSIG_ATOM_AFTER_SUCCESSFUL_INITIALIZED_ON))
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for(var/atom/movable/movable as anything in source)
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UnregisterSignal(movable, list(COMSIG_MOVETYPE_FLAG_DISABLED, COMSIG_LIVING_SET_BUCKLED, COMSIG_MOVABLE_THROW_LANDED))
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/datum/component/chasm/proc/on_chasm_no_longer_stopped(datum/source)
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SIGNAL_HANDLER
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RegisterSignal(parent, COMSIG_ATOM_ENTERED, PROC_REF(entered))
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RegisterSignal(parent, COMSIG_ATOM_EXITED, PROC_REF(exited))
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RegisterSignal(parent, COMSIG_ATOM_AFTER_SUCCESSFUL_INITIALIZED_ON, PROC_REF(initialized_on))
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drop_stuff()
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#define CHASM_NOT_DROPPING 0
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#define CHASM_DROPPING 1
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///Doesn't drop the movable, but registers a few signals to try again if the conditions change.
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#define CHASM_REGISTER_SIGNALS 2
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/datum/component/chasm/proc/drop_stuff(atom/movable/dropped_thing)
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if(HAS_TRAIT(parent, TRAIT_CHASM_STOPPED))
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return
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var/atom/atom_parent = parent
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var/to_check = dropped_thing ? list(dropped_thing) : atom_parent.contents
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for (var/atom/movable/thing as anything in to_check)
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var/dropping = droppable(thing)
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switch(dropping)
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if(CHASM_DROPPING)
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INVOKE_ASYNC(src, PROC_REF(drop), thing)
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if(CHASM_REGISTER_SIGNALS)
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RegisterSignals(thing, list(COMSIG_MOVETYPE_FLAG_DISABLED, COMSIG_LIVING_SET_BUCKLED, COMSIG_MOVABLE_THROW_LANDED), PROC_REF(drop_stuff), TRUE)
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/datum/component/chasm/proc/droppable(atom/movable/dropped_thing)
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var/datum/weakref/falling_ref = WEAKREF(dropped_thing)
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// avoid an infinite loop, but allow falling a large distance
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if(falling_atoms[falling_ref] && falling_atoms[falling_ref] > 30)
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return CHASM_NOT_DROPPING
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if(is_type_in_typecache(dropped_thing, forbidden_types) || (!isliving(dropped_thing) && !isobj(dropped_thing)))
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return CHASM_NOT_DROPPING
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if(dropped_thing.throwing || (dropped_thing.movement_type & MOVETYPES_NOT_TOUCHING_GROUND))
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return CHASM_REGISTER_SIGNALS
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//Flies right over the chasm
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if(ismob(dropped_thing))
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var/mob/M = dropped_thing
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if(M.buckled) //middle statement to prevent infinite loops just in case!
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var/mob/buckled_to = M.buckled
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if((!ismob(M.buckled) || (buckled_to.buckled != M)) && !droppable(M.buckled))
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return CHASM_REGISTER_SIGNALS
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if(ishuman(dropped_thing))
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var/mob/living/carbon/human/victim = dropped_thing
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if(istype(victim.belt, /obj/item/wormhole_jaunter))
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var/obj/item/wormhole_jaunter/jaunter = victim.belt
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var/turf/chasm = get_turf(victim)
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var/fall_into_chasm = jaunter.chasm_react(victim)
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if(!fall_into_chasm)
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chasm.visible_message(span_boldwarning("[victim] falls into the [chasm]!")) //To freak out any bystanders
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return fall_into_chasm ? CHASM_DROPPING : CHASM_NOT_DROPPING
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return CHASM_DROPPING
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#undef CHASM_NOT_DROPPING
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#undef CHASM_DROPPING
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#undef CHASM_REGISTER_SIGNALS
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/datum/component/chasm/proc/drop(atom/movable/dropped_thing)
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var/datum/weakref/falling_ref = WEAKREF(dropped_thing)
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//Make sure the item is still there after our sleep
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if(!dropped_thing || !falling_ref?.resolve())
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falling_atoms -= falling_ref
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return
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falling_atoms[falling_ref] = (falling_atoms[falling_ref] || 0) + 1
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var/turf/below_turf = target_turf
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var/atom/parent = src.parent
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if(falling_atoms[falling_ref] > 1)
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return // We're already handling this
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if(below_turf)
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if(HAS_TRAIT(dropped_thing, TRAIT_CHASM_DESTROYED))
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qdel(dropped_thing)
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return
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// send to the turf below
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dropped_thing.visible_message(span_boldwarning("[dropped_thing] falls into [parent]!"), span_userdanger("[fall_message]"))
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below_turf.visible_message(span_boldwarning("[dropped_thing] falls from above!"))
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dropped_thing.forceMove(below_turf)
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if(isliving(dropped_thing))
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var/mob/living/fallen = dropped_thing
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fallen.Paralyze(100)
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fallen.adjustBruteLoss(30)
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falling_atoms -= falling_ref
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return
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// send to oblivion
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dropped_thing.visible_message(span_boldwarning("[dropped_thing] falls into [parent]!"), span_userdanger("[oblivion_message]"))
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if (isliving(dropped_thing))
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var/mob/living/falling_mob = dropped_thing
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ADD_TRAIT(falling_mob, TRAIT_NO_TRANSFORM, REF(src))
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falling_mob.Paralyze(20 SECONDS)
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var/oldtransform = dropped_thing.transform
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var/oldcolor = dropped_thing.color
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var/oldalpha = dropped_thing.alpha
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var/oldoffset = dropped_thing.pixel_y
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animate(dropped_thing, transform = matrix() - matrix(), alpha = 0, color = rgb(0, 0, 0), time = 10)
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for(var/i in 1 to 5)
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//Make sure the item is still there after our sleep
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if(!dropped_thing || QDELETED(dropped_thing))
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return
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dropped_thing.pixel_y--
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sleep(0.2 SECONDS)
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//Make sure the item is still there after our sleep
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if(!dropped_thing || QDELETED(dropped_thing))
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return
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if(HAS_TRAIT(dropped_thing, TRAIT_CHASM_DESTROYED))
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qdel(dropped_thing)
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return
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if(!storage)
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storage = (locate() in parent) || new(parent)
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if(storage.contains(dropped_thing))
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return
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dropped_thing.alpha = oldalpha
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dropped_thing.color = oldcolor
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dropped_thing.transform = oldtransform
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dropped_thing.pixel_y = oldoffset
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if(!dropped_thing.forceMove(storage))
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parent.visible_message(span_boldwarning("[parent] spits out [dropped_thing]!"))
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dropped_thing.throw_at(get_edge_target_turf(parent, pick(GLOB.alldirs)), rand(1, 10), rand(1, 10))
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else if(isliving(dropped_thing))
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var/mob/living/fallen_mob = dropped_thing
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REMOVE_TRAIT(fallen_mob, TRAIT_NO_TRANSFORM, REF(src))
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if (fallen_mob.stat != DEAD)
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fallen_mob.investigate_log("has died from falling into a chasm.", INVESTIGATE_DEATHS)
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fallen_mob.death(TRUE)
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fallen_mob.apply_damage(300)
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falling_atoms -= falling_ref
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/**
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* Called when something has left the chasm depths storage.
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* Arguments
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*
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* * source - Chasm object holder.
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* * gone - Item which has just left the chasm contents.
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*/
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/datum/component/chasm/proc/left_chasm(atom/source, atom/movable/gone)
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SIGNAL_HANDLER
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UnregisterSignal(gone, COMSIG_LIVING_REVIVE)
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///Global list needed to let fishermen with a rescue hook fish fallen mobs from any place
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GLOBAL_LIST_EMPTY(chasm_fallen_mobs)
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/**
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* An abstract object which is basically just a bag that the chasm puts people inside
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*/
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/obj/effect/abstract/chasm_storage
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name = "chasm depths"
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desc = "The bottom of a hole. You shouldn't be able to interact with this."
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anchored = TRUE
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mouse_opacity = MOUSE_OPACITY_TRANSPARENT
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/obj/effect/abstract/chasm_storage/Initialize(mapload)
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. = ..()
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ADD_TRAIT(src, TRAIT_SECLUDED_LOCATION, INNATE_TRAIT)
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/obj/effect/abstract/chasm_storage/Entered(atom/movable/arrived)
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. = ..()
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if(isliving(arrived))
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RegisterSignal(arrived, COMSIG_LIVING_REVIVE, PROC_REF(on_revive))
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GLOB.chasm_fallen_mobs += arrived
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/obj/effect/abstract/chasm_storage/Exited(atom/movable/gone)
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. = ..()
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if(isliving(gone))
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UnregisterSignal(gone, COMSIG_LIVING_REVIVE)
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GLOB.chasm_fallen_mobs -= gone
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#define CHASM_TRAIT "chasm trait"
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/**
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* Called if something comes back to life inside the pit. Expected sources are badmins and changelings.
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* Ethereals should take enough damage to be smashed and not revive.
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* Arguments
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* escapee - Lucky guy who just came back to life at the bottom of a hole.
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*/
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/obj/effect/abstract/chasm_storage/proc/on_revive(mob/living/escapee)
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SIGNAL_HANDLER
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var/turf/turf = get_turf(src)
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if(turf.GetComponent(/datum/component/chasm))
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turf.visible_message(span_boldwarning("After a long climb, [escapee] leaps out of [turf]!"))
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else
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playsound(turf, 'sound/effects/bang.ogg', 50, TRUE)
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turf.visible_message(span_boldwarning("[escapee] busts through [turf], leaping out of the chasm below"))
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turf.ScrapeAway(2, flags = CHANGETURF_INHERIT_AIR)
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ADD_TRAIT(escapee, TRAIT_MOVE_FLYING, CHASM_TRAIT) //Otherwise they instantly fall back in
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escapee.forceMove(turf)
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escapee.throw_at(get_edge_target_turf(turf, pick(GLOB.alldirs)), rand(1, 10), rand(1, 10))
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REMOVE_TRAIT(escapee, TRAIT_MOVE_FLYING, CHASM_TRAIT)
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escapee.Paralyze(20 SECONDS, TRUE)
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UnregisterSignal(escapee, COMSIG_LIVING_REVIVE)
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#undef CHASM_TRAIT
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