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>
This commit is contained in:
Samuel
2020-10-26 19:57:02 -04:00
committed by GitHub
co-authored by SteelSlayer
parent 1133527469
commit c99f7e3b22
17 changed files with 229 additions and 61 deletions
+28 -4
View File
@@ -419,18 +419,27 @@
update_icon()
updating_icon = 0
/obj/machinery/power/apc/get_spooked(second_pass = FALSE)
/obj/machinery/power/apc/flicker(second_pass = FALSE)
if(opened || panel_open)
return
return FALSE
if(stat & (NOPOWER | BROKEN))
return
return FALSE
if(!second_pass) //The first time, we just cut overlays
addtimer(CALLBACK(src, /obj/machinery/power/apc/proc.get_spooked, TRUE), 1)
addtimer(CALLBACK(src, /obj/machinery/power/apc/proc.flicker, TRUE), 1)
cut_overlays()
// APC power distruptions have a chance to propogate to other machines on its network
for(var/obj/machinery/M in area)
// Please don't cascade, thanks
if(M == src)
continue
if(prob(10))
M.flicker()
else
flick("apcemag", src) //Second time we cause the APC to update its icon, then add a timer to update icon later
addtimer(CALLBACK(src, /obj/machinery/power/apc/proc.update_icon, TRUE), 10)
return TRUE
//attack with an item - open/close cover, insert cell, or (un)lock interface
/obj/machinery/power/apc/attackby(obj/item/W, mob/living/user, params)
@@ -1231,6 +1240,21 @@
else if(last_ch != charging)
queue_icon_update()
if(prob(MACHINE_FLICKER_CHANCE))
flicker()
// 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
if(prob(MACHINE_FLICKER_CHANCE) * 3)
var/list/lights = list()
for(var/obj/machinery/light/L in area)
lights += L
if(lights.len > 0)
var/obj/machinery/light/picked_light = pick(lights)
ASSERT(istype(picked_light))
picked_light.flicker()
/obj/machinery/power/apc/proc/autoset(var/val, var/on)
if(on==0)
if(val==2) // if on, return off
+19 -16
View File
@@ -289,9 +289,6 @@
on = FALSE
return
/obj/machinery/light/get_spooked()
flicker()
/**
* Updates the light's properties
*
@@ -519,32 +516,38 @@
var/area/A = get_area(src)
return A.lightswitch && A.power_light
/obj/machinery/light/proc/flicker(amount = rand(10, 20))
/obj/machinery/light/flicker(amount = rand(20, 30))
if(flickering)
return
return FALSE
if(!on)
return
if(!on || status != LIGHT_OK)
return FALSE
flickering = TRUE
INVOKE_ASYNC(src, /obj/machinery/light/.proc/flicker_event, amount)
return TRUE
/**
* Flicker routine for the light.
* Called by invoke_async so the parent proc can return immediately.
*/
/obj/machinery/light/proc/flicker_event(amount)
for(var/i in 1 to amount)
if(status != LIGHT_OK)
break
on = !on
update() // No param means that ghosts can burn out lights
sleep(rand(5, 15))
if(status == LIGHT_OK)
on = TRUE
/obj/machinery/light/proc/flicker_event(var/amount)
if(on && status == LIGHT_OK)
for(var/i = 0; i < amount; i++)
if(status != LIGHT_OK)
break
on = FALSE
update(FALSE)
sleep(rand(1, 3))
on = (status == LIGHT_OK)
update(FALSE)
sleep(rand(1, 10))
on = (status == LIGHT_OK)
update(FALSE)
flickering = FALSE
// ai attack - make lights flicker, because why not
/obj/machinery/light/attack_ai(mob/user)
flicker(1)