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Boo! Rework (#14543)
* Boo Refactor * Boo-Refactor Review Items Co-authored-by: SteelSlayer <42044220+SteelSlayer@users.noreply.github.com> * Vending Machines Flicker * Dave's Fire PR Review Mixtape Ft. SteelSlayer Co-authored-by: SteelSlayer <42044220+SteelSlayer@users.noreply.github.com> Co-authored-by: SteelSlayer <42044220+SteelSlayer@users.noreply.github.com>
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@@ -41,7 +41,7 @@ GLOBAL_VAR_INIT(observer_default_invisibility, INVISIBILITY_OBSERVER)
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/mob/dead/observer/proc/open_spawners_menu)
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// Our new boo spell.
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AddSpell(new /obj/effect/proc_holder/spell/aoe_turf/boo(null))
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AddSpell(new /obj/effect/proc_holder/spell/targeted/click/boo(null))
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can_reenter_corpse = flags & GHOST_CAN_REENTER
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started_as_observer = flags & GHOST_IS_OBSERVER
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@@ -9,22 +9,38 @@ GLOBAL_LIST_INIT(boo_phrases, list(
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"It feels like someone's standing behind you.",
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))
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/obj/effect/proc_holder/spell/aoe_turf/boo
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/obj/effect/proc_holder/spell/targeted/click/boo
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name = "Boo!"
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desc = "Fuck with the living."
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selection_deactivated_message = "<span class='shadowling'>Your presence will not be known. For now.</span>"
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selection_activated_message = "<span class='shadowling'>You prepare to reach across the veil. <b>Left-click to influence a target!</b></span>"
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auto_target_single = FALSE
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allowed_type = /atom // No subtypes are safe from spookage.
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ghost = TRUE
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action_icon_state = "boo"
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school = "transmutation"
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charge_max = 600
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charge_max = 2 MINUTES
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starts_charged = FALSE
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clothes_req = 0
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stat_allowed = 1
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invocation = ""
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invocation_type = "none"
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range = 1 // Or maybe 3?
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range = 20
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// no need to spam admins regarding boo casts
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create_logs = FALSE
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/obj/effect/proc_holder/spell/aoe_turf/boo/cast(list/targets, mob/user = usr)
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for(var/turf/T in targets)
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T.get_spooked()
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/obj/effect/proc_holder/spell/targeted/click/boo/cast(list/targets, mob/user = usr)
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var/atom/target = targets[1]
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ASSERT(istype(target))
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if(target.get_spooked())
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var/area/spook_zone = get_area(target)
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if (spook_zone.is_haunted == TRUE)
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to_chat(usr, "<span class='shadowling'>The veil is weak in [spook_zone], it took less effort to influence [target].</span>")
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charge_counter = charge_max / 2
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return
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charge_counter = charge_max * 0.9 // We've targetted a non-spookable object! Try again fast!
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@@ -1962,6 +1962,7 @@ Eyes need to have significantly high darksight to shine unless the mob has the X
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/mob/living/carbon/human/get_spooked()
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to_chat(src, "<span class='whisper'>[pick(GLOB.boo_phrases)]</span>")
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return TRUE
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/mob/living/carbon/human/extinguish_light()
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// Parent function handles stuff the human may be holding
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@@ -57,7 +57,6 @@
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var/gene_stability = DEFAULT_GENE_STABILITY
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var/ignore_gene_stability = 0
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var/obj/effect/proc_holder/ranged_ability //Any ranged ability the mob has, as a click override
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var/tesla_ignore = FALSE
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@@ -199,3 +199,5 @@
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var/forced_look = null // This can either be a numerical direction or a soft object reference (UID). It makes the mob always face towards the selected thing.
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var/registered_z
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var/obj/effect/proc_holder/ranged_ability //Any ranged ability the mob has, as a click override
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@@ -419,18 +419,27 @@
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update_icon()
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updating_icon = 0
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/obj/machinery/power/apc/get_spooked(second_pass = FALSE)
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/obj/machinery/power/apc/flicker(second_pass = FALSE)
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if(opened || panel_open)
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return
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return FALSE
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if(stat & (NOPOWER | BROKEN))
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return
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return FALSE
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if(!second_pass) //The first time, we just cut overlays
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addtimer(CALLBACK(src, /obj/machinery/power/apc/proc.get_spooked, TRUE), 1)
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addtimer(CALLBACK(src, /obj/machinery/power/apc/proc.flicker, TRUE), 1)
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cut_overlays()
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// APC power distruptions have a chance to propogate to other machines on its network
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for(var/obj/machinery/M in area)
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// Please don't cascade, thanks
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if(M == src)
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continue
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if(prob(10))
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M.flicker()
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else
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flick("apcemag", src) //Second time we cause the APC to update its icon, then add a timer to update icon later
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addtimer(CALLBACK(src, /obj/machinery/power/apc/proc.update_icon, TRUE), 10)
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return TRUE
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//attack with an item - open/close cover, insert cell, or (un)lock interface
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/obj/machinery/power/apc/attackby(obj/item/W, mob/living/user, params)
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@@ -1231,6 +1240,21 @@
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else if(last_ch != charging)
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queue_icon_update()
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if(prob(MACHINE_FLICKER_CHANCE))
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flicker()
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// lights don't have their own processing loop, so APCs will be the father they never had. 3x as likely to cause a light flicker in a particular area, pick a light to flicker at random
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if(prob(MACHINE_FLICKER_CHANCE) * 3)
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var/list/lights = list()
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for(var/obj/machinery/light/L in area)
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lights += L
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if(lights.len > 0)
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var/obj/machinery/light/picked_light = pick(lights)
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ASSERT(istype(picked_light))
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picked_light.flicker()
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/obj/machinery/power/apc/proc/autoset(var/val, var/on)
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if(on==0)
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if(val==2) // if on, return off
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@@ -289,9 +289,6 @@
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on = FALSE
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return
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/obj/machinery/light/get_spooked()
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flicker()
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/**
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* Updates the light's properties
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*
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@@ -519,32 +516,38 @@
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var/area/A = get_area(src)
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return A.lightswitch && A.power_light
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/obj/machinery/light/proc/flicker(amount = rand(10, 20))
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/obj/machinery/light/flicker(amount = rand(20, 30))
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if(flickering)
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return
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return FALSE
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if(!on)
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return
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if(!on || status != LIGHT_OK)
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return FALSE
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flickering = TRUE
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INVOKE_ASYNC(src, /obj/machinery/light/.proc/flicker_event, amount)
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return TRUE
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/**
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* Flicker routine for the light.
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* Called by invoke_async so the parent proc can return immediately.
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*/
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/obj/machinery/light/proc/flicker_event(amount)
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for(var/i in 1 to amount)
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if(status != LIGHT_OK)
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break
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on = !on
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update() // No param means that ghosts can burn out lights
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sleep(rand(5, 15))
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if(status == LIGHT_OK)
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on = TRUE
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/obj/machinery/light/proc/flicker_event(var/amount)
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if(on && status == LIGHT_OK)
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for(var/i = 0; i < amount; i++)
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if(status != LIGHT_OK)
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break
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on = FALSE
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update(FALSE)
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sleep(rand(1, 3))
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on = (status == LIGHT_OK)
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update(FALSE)
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sleep(rand(1, 10))
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on = (status == LIGHT_OK)
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update(FALSE)
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flickering = FALSE
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// ai attack - make lights flicker, because why not
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/obj/machinery/light/attack_ai(mob/user)
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flicker(1)
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