Fixed up spawning issues, comments up code, overall polishing

This commit is contained in:
GremlingSS
2023-12-30 11:48:01 +00:00
parent 0976142550
commit 10e3bf038c
2 changed files with 28 additions and 53 deletions
@@ -1,10 +1,6 @@
/datum/component/fattening_door
var/fatten = FALSE // whether player will be fattened
var/fat_to_add = 2 // fatness per tick stunned
var/stuck = FALSE // whether player is stuck
var/stuck_delay = 0 // set in proc/Fatten
// var/fatten_delay = 1 // ticks per periodic loop
// var/blocked = FALSE // whether door is blocked // Unneeded now as FatStun replaces this loop requirement.
/datum/component/fattening_door/Initialize()
if(!istype(parent, /obj/structure/mineral_door)) // if the attached object isn't a door, return incompatible!
@@ -14,62 +10,37 @@
/datum/component/fattening_door/proc/Fatten() //GS13
to_chat(world, "fattenPass1")
//blocked = FALSE
var/stuck_delay = 0
var/turf/T = get_turf(parent)
for(var/mob/living/carbon/M in T)
//blocked = TRUE
stuck = M.AmountFatStunned()
// determine if mob should get stuck and be fattened
if(M.fatness >= FATNESS_LEVEL_BARELYMOBILE)
if(M.fatness >= FATNESS_LEVEL_FAT)
fatten = TRUE
if(!stuck)
stuck_delay = 120
M.visible_message(
"<span class='boldnotice'>[M] gets stuck in the doorway!</span>",
"<span class='boldwarning'>You feel yourself get stuck in the doorway!</span>")
else if(M.fatness >= FATNESS_LEVEL_MORBIDLY_OBESE)
fatten = TRUE
if(!stuck)
stuck_delay = 50
M.visible_message(
"<span class='boldnotice'>[M] barely squeezes through the doorway!</span>",
"<span class='boldwarning'>You feel your sides barely squeeze through the doorway!</span>")
else if(M.fatness >= FATNESS_LEVEL_FATTER)
fatten = TRUE
if(!stuck)
stuck_delay = 15
M.visible_message(
"<span class='boldnotice'>[M]'s sides briefly smush against the doorway.</span>",
"<span class='boldwarning'>You feel your sides smush against the doorway!.</span>")
else if(M.fatness >= FATNESS_LEVEL_FAT)
fatten = TRUE
if(!stuck)
if(!M.AmountFatStunned())
stuck_delay = 5
M.visible_message(
"<span class='boldnotice'>[M]'s sides briefly brush against the doorway.</span>",
"<span class='boldwarning'>You feel your sides briefly brush against the doorway!</span>")
else
fatten = FALSE
stuck = FALSE
stuck_delay = 0
// Scales depending on this switch.
switch(M.fatness)
if(FATNESS_LEVEL_BARELYMOBILE to INFINITY)
stuck_delay = 120
M.visible_message(
"<span class='boldnotice'>[M] gets stuck in the doorway!</span>",
"<span class='boldwarning'>You feel yourself get stuck in the doorway!</span>")
if((FATNESS_LEVEL_FATTER+1) to FATNESS_LEVEL_MORBIDLY_OBESE)
stuck_delay = 50
M.visible_message(
"<span class='boldnotice'>[M] barely squeezes through the doorway!</span>",
"<span class='boldwarning'>You feel your sides barely squeeze through the doorway!</span>")
if((FATNESS_LEVEL_FAT+1) to FATNESS_LEVEL_FATTER)
stuck_delay = 15
M.visible_message(
"<span class='boldnotice'>[M]'s sides briefly smush against the doorway.</span>",
"<span class='boldwarning'>You feel your sides smush against the doorway!.</span>")
// This requires a rework unfortunately now that its moved into a datum component.
// I'll just make a custom status effect which stuns the player and while stunned, adds fatness :3
// if (fatten) // get stuck
// if (!stuck)
// M.Stun(stuck_delay/2) // give player time to escape
// stuck = TRUE
// if (stuck_delay > 0) // wait for stun to end
// stuck_delay = stuck_delay - fatten_delay
// if (stuck_delay <= 0)
// stuck_delay = 0
// // gain weight while stuck
// M.adjust_fatness(fat_to_add, FATTENING_TYPE_ITEM)
// Apply the fatstun
if(fatten)
M.FatStun(stuck_delay, fatAmount = fat_to_add)
// if (!blocked)
// stuck = FALSE // ready to go again
@@ -5,10 +5,14 @@
sheetType = /obj/item/stack/sheet/mineral/calorite
max_integrity = 200
light_range = 1
// Sets it open by default
state = TRUE
density = FALSE
// If you ever want to make any door like this, just simply add the component like this :3
/obj/structure/mineral_door/calorite/Initialize()
. = ..()
AddComponent(/datum/component/fattening_door)
update_icon()
update_icon() // Updates the sprite when spawned in cause it's closed by default.