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CHOMPStation2/modular_chomp/code/game/objects/structures/gargoyle.dm
2023-03-08 22:04:47 +01:00

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/obj/structure/gargoyle
name = "statue"
desc = "A very lifelike carving."
density = TRUE
anchored = TRUE
var/mob/living/carbon/human/gargoyle
var/initial_sleep
var/initial_blind
var/initial_is_shifted
var/initial_lying
var/initial_lying_prev
var/wagging
var/flapping
var/obj_integrity = 100
var/original_int = 100
var/max_integrity = 100
var/stored_examine
var/identifier = "statue"
var/material = "stone"
/obj/structure/gargoyle/Initialize(mapload, var/mob/living/carbon/human/H)
. = ..()
if (isspace(loc) || isopenspace(loc))
anchored = FALSE
if (!istype(H) || !isturf(H.loc))
return
var/datum/component/gargoyle/comp = H.GetComponent(/datum/component/gargoyle)
var/tint = rgb(255,255,255)
if (comp)
comp.cooldown = world.time + (15 SECONDS)
comp.statue = src
comp.transformed = TRUE
comp.paused = FALSE
identifier = comp.identifier
material = comp.material
tint = comp.tint
gargoyle = H
max_integrity = H.getMaxHealth() + 100
obj_integrity = H.health + 100
original_int = obj_integrity
name = "[identifier] of [H.name]"
desc = "A very lifelike [identifier]."
stored_examine = H.examine()
description_fluff = H.get_description_fluff()
if (H.buckled)
H.buckled.unbuckle_mob(H, TRUE)
icon = H.icon
copy_overlays(H)
//calculate our tints
var/list/RGB = list( hex2num( "[tint[2]][tint[3]]" ),
hex2num( "[tint[4]][tint[5]]" ),
hex2num( "[tint[6]][tint[7]]" )
)
var/colora = rgb( RGB[1]*0.299,
RGB[2]*0.299,
RGB[3]*0.299
)
var/colorb = rgb( RGB[1]*0.587,
RGB[2]*0.587,
RGB[3]*0.587
)
var/colorc = rgb( RGB[1]*0.114,
RGB[2]*0.114,
RGB[3]*0.114
)
color = list( colora, colorb , colorc, rgb(0,0,0))
initial_sleep = H.sleeping
initial_blind = H.eye_blind
initial_is_shifted = H.is_shifted
transform = H.transform
layer = H.layer
pixel_x = H.pixel_x
pixel_y = H.pixel_y
dir = H.dir
initial_lying = H.lying
initial_lying_prev = H.lying_prev
H.sdisabilities |= MUTE
if (H.appearance_flags & PIXEL_SCALE)
appearance_flags |= PIXEL_SCALE
wagging = H.wagging
H.transforming = TRUE
flapping = H.flapping
H.toggle_tail(FALSE, FALSE)
H.toggle_wing(FALSE, FALSE)
H.visible_message("<span class='warning'>[H]'s skin rapidly turns to [material]!</span>", "<span class='warning'>Your skin abruptly [comp.adjective] as you turn to [material]!</span>")
H.forceMove(src)
H.SetBlinded(0)
H.SetSleeping(0)
H.status_flags |= GODMODE
H.updatehealth()
H.canmove = 0
/obj/structure/gargoyle/Destroy()
unpetrify()
. = ..()
/obj/structure/gargoyle/examine_icon()
var/icon/examine_icon = ..()
examine_icon.MapColors(rgb(77,77,77), rgb(150,150,150), rgb(28,28,28), rgb(0,0,0))
return examine_icon
/obj/structure/gargoyle/get_description_info()
if (gargoyle)
if (isspace(loc) || isopenspace(loc))
return
return "It can be [anchored ? "un" : ""]anchored with a wrench."
/obj/structure/gargoyle/examine(mob/user)
. = ..()
if (gargoyle && stored_examine)
. += "The [identifier] seems to have a bit more to them..."
. += stored_examine
return
/obj/structure/gargoyle/proc/unpetrify()
if (!gargoyle)
return
var/datum/component/gargoyle/comp = gargoyle.GetComponent(/datum/component/gargoyle)
if (comp)
comp.cooldown = world.time + (15 SECONDS)
comp.statue = null
comp.transformed = FALSE
gargoyle.forceMove(loc)
gargoyle.transform = transform
gargoyle.pixel_x = pixel_x
gargoyle.pixel_y = pixel_y
gargoyle.is_shifted = initial_is_shifted
gargoyle.dir = dir
gargoyle.lying = initial_lying
gargoyle.lying_prev = initial_lying_prev
gargoyle.toggle_tail(wagging, FALSE)
gargoyle.toggle_wing(flapping, FALSE)
gargoyle.sdisabilities &= ~MUTE //why is there no ADD_TRAIT etc here that's actually ussssed
gargoyle.status_flags &= ~GODMODE
gargoyle.SetBlinded(initial_blind)
gargoyle.SetSleeping(initial_sleep)
gargoyle.transforming = FALSE
gargoyle.canmove = 1
gargoyle.update_canmove()
var/hurtmessage = ""
if (obj_integrity < original_int)
var/f = (original_int - obj_integrity) / 10
for (var/x in 1 to 10)
gargoyle.adjustBruteLoss(f)
hurtmessage = " <b>You feel your body take the damage that was dealt while being [material]!</b>"
gargoyle.updatehealth()
alpha = 0
gargoyle.visible_message("<span class='warning'>[gargoyle]'s skin rapidly reverts, returning them to normal!</span>", "<span class='warning'>Your skin reverts, freeing your movement once more![hurtmessage]</span>")
/obj/structure/gargoyle/return_air()
return return_air_for_internal_lifeform()
/obj/structure/gargoyle/return_air_for_internal_lifeform(var/mob/living/lifeform)
var/air_type = /datum/gas_mixture/belly_air
if(istype(lifeform))
air_type = lifeform.get_perfect_belly_air_type()
var/air = new air_type(1000)
return air
/obj/structure/gargoyle/proc/damage(var/damage)
obj_integrity = min(obj_integrity-damage, max_integrity)
if(obj_integrity <= 0)
qdel(src)
/obj/structure/gargoyle/take_damage(var/damage)
damage(damage)
/obj/structure/gargoyle/attack_generic(var/mob/user, var/damage, var/attack_message = "hits")
user.do_attack_animation(src)
visible_message("<span class='danger'>[user] [attack_message] the [src]!</span>")
damage(damage)
/obj/structure/gargoyle/attackby(var/obj/item/weapon/W as obj, var/mob/user as mob)
if(W.is_wrench())
if (isspace(loc) || isopenspace(loc))
to_chat(user, "<span class='warning'>You can't anchor that here!</span>")
anchored = FALSE
return ..()
playsound(src, W.usesound, 50, 1)
if (do_after(user, (2 SECONDS) * W.toolspeed, target = src))
to_chat("<span class='notice'>You [anchored ? "un" : ""]anchor the [src].</span>")
anchored = !anchored
else if (!(W.flags & NOBLUDGEON))
user.setClickCooldown(user.get_attack_speed(W))
if(W.damtype == BRUTE || W.damtype == BURN)
user.do_attack_animation(src)
playsound(src, W.hitsound, 50, 1)
damage(W.force)
else
return ..()