working on aspects and more smoothing

This commit is contained in:
Dahlular
2022-09-05 10:29:31 -06:00
parent e88cc89d79
commit 4c1b2e9a20
4 changed files with 147 additions and 61 deletions
+70 -59
View File
@@ -485,65 +485,6 @@
/obj/structure/window/fulltile,
/obj/structure/window/reinforced/fulltile,
/obj/structure/window/reinforced/tinted/fulltile,
/obj/machinery/door,
/obj/machinery/door/airlock/,
/obj/machinery/door/airlock/mining,
/obj/machinery/door/airlock/mining/glass,
/obj/machinery/door/airlock/medical,
/obj/machinery/door/airlock/medical/glass,
/obj/machinery/door/airlock/public,
/obj/machinery/door/airlock/public/glass,
/obj/machinery/door/airlock/research,
/obj/machinery/door/airlock/research/glass,
/obj/machinery/door/airlock/maintenance,
/obj/machinery/door/airlock/maintenance/glass,
/obj/machinery/door/airlock/command/,
/obj/machinery/door/airlock/command/glass,
/obj/machinery/door/airlock/engineering,
/obj/machinery/door/airlock/engineering/glass,
/obj/machinery/door/airlock/engineering/abandoned,
/obj/machinery/door/airlock/security,
/obj/machinery/door/airlock/security/glass,
/obj/machinery/door/airlock/maintenance/abandoned,
/obj/machinery/door/poddoor/shutters/preopen,
/obj/machinery/door/poddoor/shutters,
/obj/machinery/door/window/eastright,
/obj/machinery/door/window/eastleft,
/obj/machinery/door/window/northleft,
/obj/machinery/door/window/northright,
/obj/machinery/door/airlock/external,
/obj/machinery/door/airlock,
/obj/machinery/door/airlock/hatch,
/obj/machinery/door/airlock/engineering/glass/critical,
/obj/machinery/door/airlock/atmos,
/obj/machinery/door/airlock/highsecurity,
/turf/closed/wall/mineral/sandstone,
/obj/structure/falsewall/sandstone,)
// canSmoothWith = list(/obj/structure/window/fulltile, /obj/structure/window/reinforced/fulltile, /obj/structure/window/reinforced/tinted/fulltile, /obj/structure/window/plasma/fulltile, /obj/structure/window/plasma/reinforced/fulltile)
glass_amount = 2
/obj/structure/window/fulltile/unanchored
anchored = FALSE
/obj/structure/window/plasma/fulltile
icon = 'icons/obj/smooth_structures/plasma_window.dmi'
icon_state = "plasmawindow"
dir = FULLTILE_WINDOW_DIR
max_integrity = 300
fulltile = TRUE
flags_1 = PREVENT_CLICK_UNDER_1
smooth = SMOOTH_TRUE
//canSmoothWith = list(/obj/structure/window/fulltile, /obj/structure/window/reinforced/fulltile, /obj/structure/window/reinforced/tinted/fulltile, /obj/structure/window/plasma/fulltile, /obj/structure/window/plasma/reinforced/fulltile)
canSmoothWith = list(
/turf/closed/wall,
/turf/closed/wall/r_wall,
/obj/structure/falsewall,
/obj/structure/falsewall/brass,
/obj/structure/falsewall/reinforced,
/turf/closed/wall/rust,
/turf/closed/wall/r_wall/rust,
/turf/closed/wall/clockwork,
/obj/structure/window/plasma/fulltile,
/obj/structure/window/plasma/reinforced/fulltile,
/obj/machinery/door,
@@ -578,6 +519,76 @@
/obj/machinery/door/airlock/engineering/glass/critical,
/obj/machinery/door/airlock/atmos,
/obj/machinery/door/airlock/highsecurity,
/obj/machinery/door/firedoor,
/turf/closed/wall/mineral/lead,
/turf/closed/wall/mineral/sandstone,
/obj/structure/falsewall/sandstone)
// canSmoothWith = list(/obj/structure/window/fulltile, /obj/structure/window/reinforced/fulltile, /obj/structure/window/reinforced/tinted/fulltile, /obj/structure/window/plasma/fulltile, /obj/structure/window/plasma/reinforced/fulltile)
glass_amount = 2
/obj/structure/window/fulltile/unanchored
anchored = FALSE
/obj/structure/window/plasma/fulltile
icon = 'icons/obj/smooth_structures/plasma_window.dmi'
icon_state = "plasmawindow"
dir = FULLTILE_WINDOW_DIR
max_integrity = 300
fulltile = TRUE
flags_1 = PREVENT_CLICK_UNDER_1
smooth = SMOOTH_TRUE
//canSmoothWith = list(/obj/structure/window/fulltile, /obj/structure/window/reinforced/fulltile, /obj/structure/window/reinforced/tinted/fulltile, /obj/structure/window/plasma/fulltile, /obj/structure/window/plasma/reinforced/fulltile)
canSmoothWith = list(
/turf/closed/wall,
/turf/closed/wall/r_wall,
/obj/structure/falsewall,
/obj/structure/falsewall/brass,
/obj/structure/falsewall/reinforced,
/turf/closed/wall/rust,
/turf/closed/wall/r_wall/rust,
/turf/closed/wall/clockwork,
/turf/closed/indestructible/riveted/,
/turf/closed/indestructible/riveted/uranium,
/obj/structure/window/fulltile,
/obj/structure/window/reinforced/fulltile,
/obj/structure/window/reinforced/tinted/fulltile,
/obj/structure/window/plasma/fulltile,
/obj/structure/window/plasma/reinforced/fulltile,
/obj/machinery/door,
/obj/machinery/door/airlock/,
/obj/machinery/door/airlock/mining,
/obj/machinery/door/airlock/mining/glass,
/obj/machinery/door/airlock/medical,
/obj/machinery/door/airlock/medical/glass,
/obj/machinery/door/airlock/public,
/obj/machinery/door/airlock/public/glass,
/obj/machinery/door/airlock/research,
/obj/machinery/door/airlock/research/glass,
/obj/machinery/door/airlock/maintenance,
/obj/machinery/door/airlock/maintenance/glass,
/obj/machinery/door/airlock/command/,
/obj/machinery/door/airlock/command/glass,
/obj/machinery/door/airlock/engineering,
/obj/machinery/door/airlock/engineering/glass,
/obj/machinery/door/airlock/engineering/abandoned,
/obj/machinery/door/airlock/security,
/obj/machinery/door/airlock/security/glass,
/obj/machinery/door/airlock/maintenance/abandoned,
/obj/machinery/door/poddoor/shutters/preopen,
/obj/machinery/door/poddoor/shutters,
/obj/machinery/door/window/eastright,
/obj/machinery/door/window/eastleft,
/obj/machinery/door/window/northleft,
/obj/machinery/door/window/northright,
/obj/machinery/door/airlock/external,
/obj/machinery/door/airlock,
/obj/machinery/door/airlock/hatch,
/obj/machinery/door/airlock/engineering/glass/critical,
/obj/machinery/door/airlock/atmos,
/obj/machinery/door/airlock/highsecurity,
/obj/machinery/door/firedoor,
/turf/closed/wall/mineral/lead,
/turf/closed/indestructible/,
/turf/closed/indestructible/riveted,
/turf/closed/indestructible/fakeglass)
@@ -0,0 +1,74 @@
//I'll be honest I have no clue where to put lambent aspects, so this will just be here for now. I'm not the best at modularization, nor coding.
//This will be mostly commented out until I can sort out how this works. I preferably want to use an innate action, not a spell or anything attached to items.
//But it's proving to be difficult.
//Innate powers, without attuning to a specific aspect
/datum/action/innate/lambent
name = "Dahl's a dumbass"
desc = "Yell at her if you see this"
background_icon_state = "bg_agent"
icon_icon = 'icons/mob/actions/actions_spells.dmi' //Using this for now until I sprite some action buttons
button_icon_state = "spell_default"
check_flags = AB_CHECK_STUN|AB_CHECK_CONSCIOUS
//cooldown_time = 10
/* Finish this when I understand the code a bit more
/datum/action/cooldown/lambent/locate
name = "Weave Locate"
desc = "Plunge into the weave to teleport to a target of your choosing. Be aware of your end result."
button_icon_state = "emp"
cooldown_time = 120
/var/mob/living/carbon/human/target_human = target
/datum/action/innate/lambent/dash
name = "Surge Dash"
desc = "Imbue yourself with weave energy to dash forwards."
var/current_charges = 3
var/max_charges = 3
var/charge_rate = 250
var/mob/living/carbon/human/holder
var/dash_sound = 'sound/magic/blink.ogg'
var/recharge_sound = 'sound/magic/charge.ogg'
var/phasein = /obj/effect/temp_visual/dir_setting/ninja/phase
var/phaseout = /obj/effect/temp_visual/dir_setting/ninja/phase/out
var/beam_effect = "blur"
/datum/action/innate/lambent/dash/Grant(mob/user)
. = ..()
holder = user
/datum/action/innate/lambent/dash/IsAvailable()
if(current_charges > 0)
return TRUE
else
return FALSE
/datum/action/innate/lambent/dash/proc/Teleport(mob/user, atom/target)
if(!IsAvailable())
return
var/turf/T = get_turf(target)
if(target in view(user.client.view, user))
var/obj/spot1 = new phaseout(get_turf(user), user.dir)
user.forceMove(T)
playsound(T, dash_sound, 25, 1)
var/obj/spot2 = new phasein(get_turf(user), user.dir)
spot1.Beam(spot2,beam_effect,time=20)
current_charges--
holder.update_action_buttons_icon()
addtimer(CALLBACK(src, .proc/charge), charge_rate)
/datum/action/innate/lambent/dash/proc/charge()
current_charges = CLAMP(current_charges + 1, 0, max_charges)
holder.update_action_buttons_icon()
if(recharge_sound)
playsound(src, recharge_sound, 50, 1)
to_chat(holder, "<span class='notice'>[src] now has [current_charges]/[max_charges] charges.</span>")
*/
@@ -30,9 +30,9 @@ Lambent
ACCESS_RESEARCH, ACCESS_ENGINE, ACCESS_MINING, ACCESS_MEDICAL, ACCESS_CONSTRUCTION, ACCESS_MAILSORTING,
ACCESS_HEADS, ACCESS_HOS, ACCESS_RC_ANNOUNCE, ACCESS_KEYCARD_AUTH, ACCESS_GATEWAY, ACCESS_MAINT_TUNNELS, ACCESS_MINERAL_STOREROOM)
mind_traits = list(TRAIT_CAPTAIN_METABOLISM)
mind_traits = list(TRAIT_CAPTAIN_METABOLISM, TRAIT_AUTO_CATCH_ITEM, TRAIT_DISK_VERIFIER, TRAIT_NOSLIPALL)
blacklisted_quirks = list(/datum/quirk/brainproblems, /datum/quirk/insanity, /datum/quirk/nonviolent)
blacklisted_quirks = list(/datum/quirk/brainproblems, /datum/quirk/insanity)
/datum/outfit/job/lambent
name = "Lambent"
+1
View File
@@ -3198,6 +3198,7 @@
#include "hyperstation\code\modules\jobs\job_types\_job.dm"
#include "hyperstation\code\modules\jobs\job_types\civilian.dm"
#include "hyperstation\code\modules\jobs\job_types\job_alt_titles.dm"
#include "hyperstation\code\modules\jobs\job_types\lambent_aspect.dm"
#include "hyperstation\code\modules\jobs\job_types\roleplay.dm"
#include "hyperstation\code\modules\jobs\job_types\security.dm"
#include "hyperstation\code\modules\mining\shelters.dm"