mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-01-25 08:34:23 +00:00
## About The Pull Request
516 requires float layered overlays to be using pixel_w and pixel_z
instead of pixel_x and pixel_y respectively, unless we want
visual/layering errors. This makes sense, as w,z are for visual effects
only. Sadly seems we were not entirely consistent in this, and many
things seem to have been using x,y incorrectly.
This hopefully fixes that, and thus also fixes layering issues. Complete
1:1 compatibility not guaranteed.
I did the lazy way suggested to me by SmArtKar to speed it up (Runtiming
inside apply_overlays), and this is still included in the PR to flash
out possible issues in a TM (Plus I will need someone to grep the
runtimes for me after the TM period to make sure nothing was missed).
After this is done I'll remove all these extra checks.
Lints will probably be failing for a bit, got to wait for [this
update](4b77cd487d)
to them to make it into release. Or just unlint the lines, though that's
probably gonna produce code debt
## Why It's Good For The Game
Fixes this massive 516 mess, hopefully.
closes #90281
## Changelog
🆑
refactor: Changed many of our use cases for pixel_x and pixel_y
correctly into pixel_w and pixel_z, fixing layering issues in the
process.
/🆑
---------
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
Co-authored-by: SmArtKar <master.of.bagets@gmail.com>
249 lines
9.1 KiB
Plaintext
249 lines
9.1 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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continue
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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/interact_with_atom(atom/interacting_with, mob/living/user, list/modifiers)
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if(!ismovable(interacting_with))
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return NONE
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if(!isturf(interacting_with.loc)) // no extracting stuff inside other stuff
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return NONE
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var/atom/movable/thing = interacting_with
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if(thing.anchored)
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return NONE
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. = ITEM_INTERACT_BLOCKING
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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(!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(thing.move_resist > max_force_fulton)
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balloon_alert(user, "too heavy!")
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return .
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balloon_alert_to_viewers("attaching...")
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playsound(thing, 'sound/items/zip/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 && ishuman(user))
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var/mob/living/carbon/human/human_user = user
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human_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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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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ADD_TRAIT(creature, TRAIT_FORCED_STANDING, FULTON_PACK_TRAIT) // Prevents animation jank from happening
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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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var/mutable_appearance/balloon2 = mutable_appearance('icons/effects/fulton_balloon.dmi', "fulton_expand", layer = VEHICLE_LAYER, appearance_flags = RESET_COLOR | RESET_ALPHA | RESET_TRANSFORM | KEEP_APART)
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balloon2.pixel_z = 10
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holder_obj.add_overlay(balloon2)
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addtimer(CALLBACK(src, PROC_REF(create_balloon), thing, user, holder_obj, balloon2), 0.4 SECONDS)
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return ITEM_INTERACT_SUCCESS
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/obj/item/extraction_pack/proc/create_balloon(atom/movable/thing, mob/living/user, obj/effect/extraction_holder/holder_obj, mutable_appearance/balloon2)
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var/mutable_appearance/balloon = mutable_appearance('icons/effects/fulton_balloon.dmi', "fulton_balloon", layer = VEHICLE_LAYER, appearance_flags = RESET_COLOR | RESET_ALPHA | RESET_TRANSFORM | KEEP_APART)
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balloon.pixel_z = 10
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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/fulton/fultext_deploy.ogg', vol = 50, vary = TRUE, extrarange = -3)
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animate(holder_obj, pixel_z = 10, time = 2 SECONDS, flags = ANIMATION_RELATIVE)
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animate(pixel_z = 5, time = 1 SECONDS, flags = ANIMATION_RELATIVE)
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animate(pixel_z = -5, time = 1 SECONDS, flags = ANIMATION_RELATIVE)
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animate(pixel_z = 5, time = 1 SECONDS, flags = ANIMATION_RELATIVE)
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animate(pixel_z = -5, time = 1 SECONDS, flags = ANIMATION_RELATIVE)
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sleep(6 SECONDS)
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playsound(holder_obj.loc, 'sound/items/fulton/fultext_launch.ogg', vol = 50, vary = TRUE, extrarange = -3)
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animate(holder_obj, pixel_z = 1000, time = 3 SECONDS, flags = ANIMATION_RELATIVE)
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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_ref.resolve())
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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 = -990, time = 5 SECONDS, flags = ANIMATION_RELATIVE)
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animate(pixel_z = 5, time = 1 SECONDS, flags = ANIMATION_RELATIVE)
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animate(pixel_z = -5, time = 1 SECONDS, flags = ANIMATION_RELATIVE)
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sleep(7 SECONDS)
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var/mutable_appearance/balloon3 = mutable_appearance('icons/effects/fulton_balloon.dmi', "fulton_retract", layer = VEHICLE_LAYER, appearance_flags = RESET_COLOR | RESET_ALPHA | RESET_TRANSFORM | KEEP_APART)
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balloon3.pixel_z = 10
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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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if (isliving(thing))
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REMOVE_TRAIT(thing, TRAIT_FORCED_STANDING, FULTON_PACK_TRAIT)
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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 = -10, time = 0.5 SECONDS, flags = ANIMATION_RELATIVE)
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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(atom/singularity, current_size)
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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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