mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-10 10:12:45 +00:00
190 lines
4.9 KiB
Plaintext
190 lines
4.9 KiB
Plaintext
/*
|
|
adds a dizziness amount to a mob
|
|
use this rather than directly changing var/dizziness
|
|
since this ensures that the dizzy_process proc is started
|
|
currently only humans get dizzy
|
|
|
|
value of dizziness ranges from 0 to 1000
|
|
below 100 is not dizzy
|
|
*/
|
|
|
|
/mob/var/dizziness = 0//Carbon
|
|
/mob/var/is_dizzy = 0
|
|
|
|
/mob/proc/make_dizzy(var/amount)
|
|
if(!istype(src, /mob/living/carbon/human)) // for the moment, only humans get dizzy
|
|
return
|
|
|
|
dizziness = min(1000, dizziness + amount) // store what will be new value
|
|
// clamped to max 1000
|
|
if(dizziness > 100 && !is_dizzy)
|
|
spawn(0)
|
|
dizzy_process()
|
|
|
|
|
|
/*
|
|
dizzy process - wiggles the client's pixel offset over time
|
|
spawned from make_dizzy(), will terminate automatically when dizziness gets <100
|
|
note dizziness decrements automatically in the mob's Life() proc.
|
|
*/
|
|
/mob/proc/dizzy_process()
|
|
is_dizzy = 1
|
|
while(dizziness > 100)
|
|
if(client)
|
|
var/amplitude = dizziness*(sin(dizziness * 0.044 * world.time) + 1) / 70
|
|
client.pixel_x = amplitude * sin(0.008 * dizziness * world.time)
|
|
client.pixel_y = amplitude * cos(0.008 * dizziness * world.time)
|
|
|
|
sleep(1)
|
|
//endwhile - reset the pixel offsets to zero
|
|
is_dizzy = 0
|
|
if(client)
|
|
client.pixel_x = 0
|
|
client.pixel_y = 0
|
|
|
|
// jitteriness - copy+paste of dizziness
|
|
/mob/var/is_jittery = 0
|
|
/mob/var/jitteriness = 0//Carbon
|
|
/mob/proc/make_jittery(var/amount)
|
|
if(!istype(src, /mob/living/carbon/human)) // for the moment, only humans get dizzy
|
|
return
|
|
|
|
jitteriness = min(1000, jitteriness + amount) // store what will be new value
|
|
// clamped to max 1000
|
|
if(jitteriness > 100 && !is_jittery)
|
|
spawn(0)
|
|
jittery_process()
|
|
|
|
|
|
// Typo from the oriignal coder here, below lies the jitteriness process. So make of his code what you will, the previous comment here was just a copypaste of the above.
|
|
/mob/proc/jittery_process()
|
|
//var/old_x = pixel_x
|
|
//var/old_y = pixel_y
|
|
is_jittery = 1
|
|
while(jitteriness > 100)
|
|
// var/amplitude = jitteriness*(sin(jitteriness * 0.044 * world.time) + 1) / 70
|
|
// pixel_x = amplitude * sin(0.008 * jitteriness * world.time)
|
|
// pixel_y = amplitude * cos(0.008 * jitteriness * world.time)
|
|
|
|
var/amplitude = min(4, jitteriness / 100)
|
|
pixel_x = old_x + rand(-amplitude, amplitude)
|
|
pixel_y = old_y + rand(-amplitude/3, amplitude/3)
|
|
|
|
sleep(1)
|
|
//endwhile - reset the pixel offsets to zero
|
|
is_jittery = 0
|
|
pixel_x = old_x
|
|
pixel_y = old_y
|
|
|
|
|
|
//handles up-down floaty effect in space and zero-gravity
|
|
/mob/var/is_floating = 0
|
|
/mob/var/floatiness = 0
|
|
|
|
/mob/proc/update_floating(var/dense_object=0)
|
|
|
|
if(anchored||buckled)
|
|
make_floating(0)
|
|
return
|
|
|
|
var/turf/turf = get_turf(src)
|
|
if(!istype(turf,/turf/space))
|
|
var/area/A = turf.loc
|
|
if(istype(A) && A.has_gravity)
|
|
make_floating(0)
|
|
return
|
|
else if (Check_Shoegrip())
|
|
make_floating(0)
|
|
return
|
|
else
|
|
make_floating(1)
|
|
return
|
|
|
|
if(dense_object && Check_Shoegrip())
|
|
make_floating(0)
|
|
return
|
|
|
|
make_floating(1)
|
|
return
|
|
|
|
/mob/proc/make_floating(var/n)
|
|
|
|
floatiness = n
|
|
|
|
if(floatiness && !is_floating)
|
|
start_floating()
|
|
else if(!floatiness && is_floating)
|
|
stop_floating()
|
|
|
|
/mob/proc/start_floating()
|
|
|
|
is_floating = 1
|
|
|
|
var/amplitude = 2 //maximum displacement from original position
|
|
var/period = 36 //time taken for the mob to go up >> down >> original position, in deciseconds. Should be multiple of 4
|
|
|
|
var/top = old_y + amplitude
|
|
var/bottom = old_y - amplitude
|
|
var/half_period = period / 2
|
|
var/quarter_period = period / 4
|
|
|
|
animate(src, pixel_y = top, time = quarter_period, easing = SINE_EASING | EASE_OUT, loop = -1) //up
|
|
animate(pixel_y = bottom, time = half_period, easing = SINE_EASING, loop = -1) //down
|
|
animate(pixel_y = old_y, time = quarter_period, easing = SINE_EASING | EASE_IN, loop = -1) //back
|
|
|
|
/mob/proc/stop_floating()
|
|
animate(src, pixel_y = old_y, time = 5, easing = SINE_EASING | EASE_IN) //halt animation
|
|
//reset the pixel offsets to zero
|
|
is_floating = 0
|
|
|
|
/atom/movable/proc/do_attack_animation(atom/A)
|
|
|
|
var/pixel_x_diff = 0
|
|
var/pixel_y_diff = 0
|
|
var/direction = get_dir(src, A)
|
|
switch(direction)
|
|
if(NORTH)
|
|
pixel_y_diff = 8
|
|
if(SOUTH)
|
|
pixel_y_diff = -8
|
|
if(EAST)
|
|
pixel_x_diff = 8
|
|
if(WEST)
|
|
pixel_x_diff = -8
|
|
if(NORTHEAST)
|
|
pixel_x_diff = 8
|
|
pixel_y_diff = 8
|
|
if(NORTHWEST)
|
|
pixel_x_diff = -8
|
|
pixel_y_diff = 8
|
|
if(SOUTHEAST)
|
|
pixel_x_diff = 8
|
|
pixel_y_diff = -8
|
|
if(SOUTHWEST)
|
|
pixel_x_diff = -8
|
|
pixel_y_diff = -8
|
|
animate(src, pixel_x = pixel_x + pixel_x_diff, pixel_y = pixel_y + pixel_y_diff, time = 2)
|
|
animate(pixel_x = initial(pixel_x), pixel_y = initial(pixel_y), time = 2)
|
|
|
|
/mob/do_attack_animation(atom/A)
|
|
..()
|
|
is_floating = 0 // If we were without gravity, the bouncing animation got stopped, so we make sure we restart the bouncing after the next movement.
|
|
|
|
/mob/proc/spin(spintime, speed)
|
|
spawn()
|
|
var/D = dir
|
|
while(spintime >= speed)
|
|
sleep(speed)
|
|
switch(D)
|
|
if(NORTH)
|
|
D = EAST
|
|
if(SOUTH)
|
|
D = WEST
|
|
if(EAST)
|
|
D = SOUTH
|
|
if(WEST)
|
|
D = NORTH
|
|
set_dir(D)
|
|
spintime -= speed
|
|
return
|