mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-07-19 11:05:03 +01:00
Merge pull request #708 from SkyMarshal/Airlocks
Fixed give bug, announcement bug, old reaching method, chemicals can now react in mobs, added a light repairing portable-autolathe for janitor.
This commit is contained in:
@@ -1095,6 +1095,7 @@
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#include "code\WorkInProgress\Ported\Bureaucracy\copier.dm"
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#include "code\WorkInProgress\Ported\Bureaucracy\filing.dm"
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#include "code\WorkInProgress\SkyMarshal\coatrack.dm"
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#include "code\WorkInProgress\SkyMarshal\portalathe.dm"
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#include "code\WorkInProgress\SkyMarshal\traitoritems.dm"
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#include "code\WorkInProgress\SkyMarshal\wardrobes.dm"
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#include "code\WorkInProgress\Tastyfish\Eliza.dm"
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@@ -0,0 +1,18 @@
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//May expand later, but right now it just repairs lights.
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/obj/item/device/portalathe
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name = "\improper Portable Autolathe"
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desc = "It blinks and has an antenna on it. It must be advanced."
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icon_state = "t-ray0"
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afterattack(var/atom/target, mob/user as mob)
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if(!target || !user)
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return
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if(!istype(target))
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return
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if(!istype(target, /obj/machinery/light))
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return
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var/obj/machinery/light/L = target
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if(L.stat > 1) //Burned or broke
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L.stat = 0
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user.visible_message("[user] repairs \the [target] on the spot with their [src]!","You repair the lightbulb!")
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return
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@@ -2,7 +2,8 @@
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density = 1
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layer = 4.0
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animate_movement = 2
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flags = NOREACT
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// flags = NOREACT
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//THE SOLUTION BUBBLES was funnier.
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var/datum/mind/mind
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@@ -43,12 +43,12 @@
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return
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/proc/in_range(source, user, telepathy=1)
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/proc/in_range(source, user)
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if(get_dist(source, user) <= 1)
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return 1
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else
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if (istype(user, /mob/living/carbon))
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if (user:mutations & telepathy)
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if (user:mutations & TK)
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var/X = source:x
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var/Y = source:y
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var/Z = source:z
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@@ -190,104 +190,6 @@
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return turfs
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proc/check_can_reach(atom/user, atom/target)
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var/direct = get_dir(user, target)
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var/obj/item/weapon/dummy/D = new /obj/item/weapon/dummy( user.loc )
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var/ok = 0
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if ( (direct - 1) & direct)
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// ------- CLICKED OBJECT IS LOCATED IN A DIAGONAL POSITION FROM THE PERSON -------
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var/turf/Step_1
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var/turf/Step_2
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switch(direct)
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if(5.0)
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Step_1 = get_step(user, NORTH)
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Step_2 = get_step(user, EAST)
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if(6.0)
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Step_1 = get_step(user, SOUTH)
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Step_2 = get_step(user, EAST)
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if(9.0)
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Step_1 = get_step(user, NORTH)
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Step_2 = get_step(user, WEST)
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if(10.0)
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Step_1 = get_step(user, SOUTH)
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Step_2 = get_step(user, WEST)
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else
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if(Step_1 && Step_2)
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// ------- BOTH CARDINAL DIRECTIONS OF THE DIAGONAL EXIST IN THE GAME WORLD -------
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var/check_1 = 0
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var/check_2 = 0
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if(step_to(D, Step_1))
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check_1 = 1
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for(var/obj/border_obstacle in Step_1)
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if(border_obstacle.flags & ON_BORDER)
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if(!border_obstacle.CheckExit(D, target))
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check_1 = 0
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// ------- YOU TRIED TO CLICK ON AN ITEM THROUGH A WINDOW (OR SIMILAR THING THAT LIMITS ON BORDERS) ON ONE OF THE DIRECITON TILES -------
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for(var/obj/border_obstacle in get_turf(target))
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if((border_obstacle.flags & ON_BORDER) && (target != border_obstacle))
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if(!border_obstacle.CanPass(D, D.loc, 1, 0))
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// ------- YOU TRIED TO CLICK ON AN ITEM THROUGH A WINDOW (OR SIMILAR THING THAT LIMITS ON BORDERS) ON THE TILE YOU'RE ON -------
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check_1 = 0
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D.loc = user.loc
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if(step_to(D, Step_2))
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check_2 = 1
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for(var/obj/border_obstacle in Step_2)
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if(border_obstacle.flags & ON_BORDER)
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if(!border_obstacle.CheckExit(D, target))
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check_2 = 0
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for(var/obj/border_obstacle in get_turf(target))
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if((border_obstacle.flags & ON_BORDER) && (target != border_obstacle))
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if(!border_obstacle.CanPass(D, D.loc, 1, 0))
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check_2 = 0
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if(check_1 || check_2)
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ok = 1
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// ------- YOU CAN REACH THE ITEM THROUGH AT LEAST ONE OF THE TWO DIRECTIONS. GOOD. -------
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/*
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More info:
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If you're trying to click an item in the north-east of your mob, the above section of code will first check if tehre's a tile to the north or you and to the east of you
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These two tiles are Step_1 and Step_2. After this, a new dummy object is created on your location. It then tries to move to Step_1, If it succeeds, objects on the turf you're on and
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the turf that Step_1 is are checked for items which have the ON_BORDER flag set. These are itmes which limit you on only one tile border. Windows, for the most part.
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CheckExit() and CanPass() are use to determine this. The dummy object is then moved back to your location and it tries to move to Step_2. Same checks are performed here.
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If at least one of the two checks succeeds, it means you can reach the item and ok is set to 1.
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*/
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else
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// ------- OBJECT IS ON A CARDINAL TILE (NORTH, SOUTH, EAST OR WEST OR THE TILE YOU'RE ON) -------
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if(target.loc == user.loc)
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ok = 1
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// ------- OBJECT IS ON THE SAME TILE AS YOU -------
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else
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ok = 1
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//Now, check objects to block exit that are on the border
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for(var/obj/border_obstacle in user.loc)
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if(border_obstacle.flags & ON_BORDER)
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if(!border_obstacle.CheckExit(D, target))
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ok = 0
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//Next, check objects to block entry that are on the border
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for(var/obj/border_obstacle in get_turf(target))
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if((border_obstacle.flags & ON_BORDER) && (target != border_obstacle))
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if(!border_obstacle.CanPass(D, D.loc, 1, 0))
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ok = 0
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/*
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See the previous More info, for... more info...
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*/
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if(get_dist(user, target) > 1)
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if(!in_range(user,target))
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return 0
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del(D)
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// ------- DUMMY OBJECT'S SERVED IT'S PURPOSE, IT'S REWARDED WITH A SWIFT DELETE -------
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return ok
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return CanReachThrough(get_turf(user), get_turf(target), target)
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+28
-43
@@ -745,7 +745,6 @@ var/using_new_click_proc = 0 //TODO ERRORAGE (This is temporary, while the DblCl
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// ------- CLICKED OBJECT EXISTS IN GAME WORLD, DISTANCE FROM PERSON TO OBJECT IS 1 SQUARE OR THEY'RE ON THE SAME SQUARE -------
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var/direct = get_dir(usr, src)
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var/obj/item/weapon/dummy/D = new /obj/item/weapon/dummy( usr.loc )
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var/ok = 0
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if ( (direct - 1) & direct)
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@@ -777,31 +776,11 @@ var/using_new_click_proc = 0 //TODO ERRORAGE (This is temporary, while the DblCl
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var/check_1 = 0
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var/check_2 = 0
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if(step_to(D, Step_1))
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check_1 = 1
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for(var/obj/border_obstacle in Step_1)
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if(border_obstacle.flags & ON_BORDER)
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if(!border_obstacle.CheckExit(D, src))
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check_1 = 0
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// ------- YOU TRIED TO CLICK ON AN ITEM THROUGH A WINDOW (OR SIMILAR THING THAT LIMITS ON BORDERS) ON ONE OF THE DIRECITON TILES -------
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for(var/obj/border_obstacle in get_turf(src))
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if((border_obstacle.flags & ON_BORDER) && (src != border_obstacle))
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if(!border_obstacle.CanPass(D, D.loc, 1, 0))
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// ------- YOU TRIED TO CLICK ON AN ITEM THROUGH A WINDOW (OR SIMILAR THING THAT LIMITS ON BORDERS) ON THE TILE YOU'RE ON -------
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check_1 = 0
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check_1 = CanReachThrough(get_turf(usr), Step_1, src) && CanReachThrough(Step_1, get_turf(src), src)
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D.loc = usr.loc
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if(step_to(D, Step_2))
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check_2 = 1
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check_2 = CanReachThrough(get_turf(usr), Step_2, src) && CanReachThrough(Step_2, get_turf(src), src)
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for(var/obj/border_obstacle in Step_2)
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if(border_obstacle.flags & ON_BORDER)
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if(!border_obstacle.CheckExit(D, src))
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check_2 = 0
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for(var/obj/border_obstacle in get_turf(src))
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if((border_obstacle.flags & ON_BORDER) && (src != border_obstacle))
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if(!border_obstacle.CanPass(D, D.loc, 1, 0))
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check_2 = 0
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ok = (check_1 || check_2)
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if(check_1 || check_2)
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@@ -818,29 +797,11 @@ var/using_new_click_proc = 0 //TODO ERRORAGE (This is temporary, while the DblCl
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*/
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else
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// ------- OBJECT IS ON A CARDINAL TILE (NORTH, SOUTH, EAST OR WEST OR THE TILE YOU'RE ON) -------
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if(loc == usr.loc)
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ok = 1
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// ------- OBJECT IS ON THE SAME TILE AS YOU -------
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else
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ok = 1
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//Now, check objects to block exit that are on the border
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for(var/obj/border_obstacle in usr.loc)
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if(border_obstacle.flags & ON_BORDER)
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if(!border_obstacle.CheckExit(D, src))
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ok = 0
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//Next, check objects to block entry that are on the border
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for(var/obj/border_obstacle in get_turf(src))
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if((border_obstacle.flags & ON_BORDER) && (src != border_obstacle))
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if(!border_obstacle.CanPass(D, D.loc, 1, 0))
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ok = 0
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ok = CanReachThrough(get_turf(usr), get_turf(src), src)
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/*
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See the previous More info, for... more info...
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*/
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del(D)
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// ------- DUMMY OBJECT'S SERVED IT'S PURPOSE, IT'S REWARDED WITH A SWIFT DELETE -------
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if (!( ok ))
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// ------- TESTS ABOVE DETERMINED YOU CANNOT REACH THE TILE -------
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return 0
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@@ -953,6 +914,30 @@ var/using_new_click_proc = 0 //TODO ERRORAGE (This is temporary, while the DblCl
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return
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proc/CanReachThrough(turf/srcturf, turf/targetturf, atom/target)
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var/obj/item/weapon/dummy/D = new /obj/item/weapon/dummy( srcturf )
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if(targetturf.density && targetturf != get_turf(target))
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return 0
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//Now, check objects to block exit that are on the border
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for(var/obj/border_obstacle in srcturf)
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if(border_obstacle.flags & ON_BORDER)
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if(!border_obstacle.CheckExit(D, targetturf))
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del D
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return 0
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//Next, check objects to block entry that are on the border
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for(var/obj/border_obstacle in targetturf)
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if((border_obstacle.flags & ON_BORDER) && (src != border_obstacle))
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if(!border_obstacle.CanPass(D, srcturf, 1, 0))
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del D
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return 0
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del D
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return 1
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/*/atom/proc/get_global_map_pos()
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if(!islist(global_map) || isemptylist(global_map)) return
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var/cur_x = null
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@@ -212,6 +212,7 @@
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H.equip_if_possible(new /obj/item/clothing/under/rank/janitor(H), H.slot_w_uniform)
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H.equip_if_possible(new /obj/item/clothing/shoes/black(H), H.slot_shoes)
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H.equip_if_possible(new /obj/item/device/pda/janitor(H), H.slot_belt)
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H.equip_if_possible(new /obj/item/device/portalathe(H), H.slot_in_backpack)
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return 1
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@@ -20,3 +20,4 @@
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new /obj/item/weapon/cleaner(src)
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new /obj/item/weapon/cleaner(src)
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new /obj/item/weapon/trashbag(src)
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new /obj/item/device/portalathe(src)
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@@ -294,11 +294,6 @@ var/GLOBAL_RADIO_TYPE = 1 // radio type to use
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var/filter_type = 2
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/* --- Intercoms can only broadcast to other intercoms, but bounced radios can broadcast to bounced radios and intercoms --- */
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if(istype(src, /obj/item/device/radio/intercom))
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filter_type = 1
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var/datum/signal/signal = new
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signal.transmission_method = 2
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@@ -46,9 +46,9 @@ mob/living/carbon/verb/give()
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I.layer = 20
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I.add_fingerprint(src)
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src.update_clothing()
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src.visible_message(src,"[usr.name] handed \the [I.name] to [src.name].")
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src.visible_message("[usr.name] handed \the [I.name] to [src.name].")
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if("No")
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src.visible_message(src,"[usr.name] tried to hand [I.name] to [src.name] but [src.name] didn't want it.")
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src.visible_message("[usr.name] tried to hand [I.name] to [src.name] but [src.name] didn't want it.")
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else if(src.l_hand == null)
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switch(alert(src,"[src.name] wants to give you \a [I.name]?",,"Yes","No"))
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if("Yes")
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@@ -75,8 +75,8 @@ mob/living/carbon/verb/give()
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I.layer = 20
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I.add_fingerprint(src)
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src.update_clothing()
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src.visible_message(src,"[usr.name] handed \the [I.name] to [src.name].")
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src.visible_message("[usr.name] handed \the [I.name] to [src.name].")
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if("No")
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src.visible_message(src,"[usr.name] tried to hand [I.name] to [src.name] but [src.name] didn't want it.")
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src.visible_message("[usr.name] tried to hand [I.name] to [src.name] but [src.name] didn't want it.")
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else
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usr << "[src.name]\s hands are full."
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@@ -421,7 +421,7 @@
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usr.sleeping = 1
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usr.sleeping_willingly = 1
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if("rest")
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usr.resting = !( usr.resting )
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usr.resting = !usr.resting
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if("throw")
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if (!usr.stat && isturf(usr.loc) && !usr.restrained())
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usr:toggle_throw_mode()
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Reference in New Issue
Block a user