Files
DGamerL 098b13bb33 Removes the empty type of /snacks (#26010)
* Aaaaa it works

* Add updatepaths

* Add unsaved files

* MATTTTT

* Fixes casino

* Fix

---------

Signed-off-by: DGamerL <108773801+DGamerL@users.noreply.github.com>
2024-07-29 14:46:04 +00:00

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/obj/effect/mob_spawn/corpse/goliath/pierced
corpse_description = "Seems to have been pierced through the heart by a Watcher spike."
naive_corpse_description = "It's got a pretty big boo-boo, might need one of the large plasters."
/obj/effect/mob_spawn/corpse/watcher/goliath_chewed
corpse_description = "Prior to its death, it was badly mangled by the jaws of a Goliath."
naive_corpse_description = "It's all tuckered out after playing rough with a Goliath."
/obj/effect/mob_spawn/corpse/watcher/crushed
corpse_description = "Crushed by a rockslide, it seemed to have been scraping frantically at the rocks even as it perished."
naive_corpse_description = "All of those rocks probably don't make a comfortable blanket."
/// if greater than lively mod, jiggles faster
#define WATCHER_EGG_LIVELY_MOD 0.75
/// If greater than active mod, egg is active and jiggles
#define WATCHER_EGG_ACTIVE_MOD 0.5
/// Egg which hatches into a helpful pet. Or you can eat it if you want.
/obj/item/food/egg/watcher
name = "watcher egg"
desc = "A lonely egg still pulsing with life, somehow untouched by the corruption of the Necropolis."
icon_state = "egg_watcher"
icon = 'icons/obj/ruin_objects.dmi'
tastes = list("ocular fluid" = 6, "loneliness" = 1)
antable = FALSE
/// How far have we moved?
var/steps_travelled = 0
/// How far should we travel to hatch?
var/steps_to_hatch = 600
/// Datum used to measure our steps
var/datum/movement_detector/pedometer
/obj/item/food/egg/watcher/Initialize(mapload)
. = ..()
pedometer = new(src, CALLBACK(src, PROC_REF(on_stepped)))
/obj/item/food/egg/watcher/Destroy(force)
. = ..()
QDEL_NULL(pedometer)
/obj/item/food/egg/watcher/examine(mob/user)
. = ..()
if(steps_travelled < (steps_to_hatch * WATCHER_EGG_ACTIVE_MOD))
. += "<span class='notice'>Something stirs listlessly inside.</span>"
else if(steps_travelled < (steps_to_hatch * WATCHER_EGG_LIVELY_MOD))
. += "<span class='notice'>Something is moving actively inside.</span>"
else
. += "<span class='boldnotice'>It's jiggling wildly, it's about to hatch!</span>"
/// Called when we are moved, whether inside an inventory or by ourself somehow
/obj/item/food/egg/watcher/proc/on_stepped(atom/movable/egg, atom/mover, atom/old_loc, direction)
var/new_loc = get_turf(egg)
if(isnull(new_loc) || new_loc == get_turf(old_loc))
return // Didn't actually go anywhere
steps_travelled++
if(steps_travelled == steps_to_hatch * WATCHER_EGG_ACTIVE_MOD) //Halfway to hatching, start jiggling.
jiggle()
return
if(steps_travelled < steps_to_hatch)
return
visible_message("<span class='boldnotice'>[src] splits and unfurls into a baby Watcher!</span>")
playsound(new_loc, 'sound/effects/splat.ogg', 50, TRUE)
new /obj/effect/decal/cleanable/greenglow(new_loc)
new /obj/item/watcher_hatchling(new_loc)
qdel(src)
/// Animate the egg
/obj/item/food/egg/watcher/proc/jiggle()
var/animation = isturf(loc) ? rand(1, 3) : 1 // Pixel_x/y animations don't work in an inventory
switch(animation)
if(1)
animate(src, transform = transform.Scale(1.3), time = 1 SECONDS, easing = BOUNCE_EASING)
animate(transform = matrix(), time = 0.5 SECONDS, easing = SINE_EASING | EASE_IN)
if(2)
animate(src, pixel_y = 8, time = 0.5 SECONDS, easing = SINE_EASING | EASE_OUT)
animate(pixel_y = 0, time = 0.5 SECONDS, easing = SINE_EASING | EASE_IN)
animate(pixel_y = 4, time = 0.5 SECONDS, easing = SINE_EASING | EASE_OUT)
animate(pixel_y = 0, time = 0.5 SECONDS, easing = BOUNCE_EASING | EASE_IN)
if(3)
Shake(2, 0, 0.3 SECONDS)
var/next_jiggle = rand(5 SECONDS, 10 SECONDS) / (steps_travelled >= steps_to_hatch * WATCHER_EGG_LIVELY_MOD ? 2 : 1)
addtimer(CALLBACK(src, PROC_REF(jiggle)), next_jiggle, TIMER_DELETE_ME)
#undef WATCHER_EGG_LIVELY_MOD
#undef WATCHER_EGG_ACTIVE_MOD
/// A cute pet who will occasionally attack lavaland mobs for you
/obj/item/watcher_hatchling
name = "watcher hatchling"
desc = "A newly born watcher, apparently free of the Necropolis' corruption. Perhaps one of the last."
icon = 'icons/mob/lavaland/lavaland_monsters.dmi'
icon_state = "watcher_baby"
resistance_flags = LAVA_PROOF | FIRE_PROOF //No. The child will not die to lava.
w_class = WEIGHT_CLASS_SMALL //pocket monster. Plus doesn't work in bag.
/// The effect we create when out and about
var/obj/effect/watcher_orbiter/orbiter
/// Who are we orbiting?
var/mob/living/owner
/obj/item/watcher_hatchling/attack_self(mob/user, modifiers)
. = ..()
if(!isnull(orbiter))
watcher_return()
return
orbiter = new (get_turf(src))
orbiter.follow(user)
owner = user
RegisterSignal(owner, COMSIG_PARENT_QDELETING, PROC_REF(remove_owner))
RegisterSignal(orbiter, COMSIG_PARENT_QDELETING, PROC_REF(our_remove_orbiter))
/obj/item/watcher_hatchling/Moved(atom/old_loc, movement_dir, forced)
. = ..()
if(isnull(orbiter))
return
var/mob/holder = get(loc, /mob)
if(holder != owner)
watcher_return()
/// If the guy we are orbiting is deleted but somehow we aren't
/obj/item/watcher_hatchling/proc/remove_owner()
SIGNAL_HANDLER
UnregisterSignal(owner, COMSIG_PARENT_QDELETING)
owner = null
/// In the more likely event that our orbiter is deleted, stop holding a reference to it
/obj/item/watcher_hatchling/proc/our_remove_orbiter()
SIGNAL_HANDLER
orbiter = null // No need to unregister signal because we only call this when it deletes
/// Get back in your ball pikachu
/obj/item/watcher_hatchling/proc/watcher_return()
qdel(orbiter)
remove_owner()
/// Orbiting visual which shoots at mining mobs
/obj/effect/watcher_orbiter
name = "watcher hatchling"
icon = 'icons/mob/lavaland/lavaland_monsters.dmi'
icon_state = "watcher_baby"
layer = EDGED_TURF_LAYER // Don't render under lightbulbs
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
pixel_y = 22
alpha = 0
/// Who are we following?
var/atom/parent
/// Datum which keeps us hanging out with our parent
var/datum/movement_detector/tracker
/// Type of projectile we fire
var/projectile_type = /obj/item/projectile/baby_watcher_blast
/// Sound to make when we shoot
var/projectile_sound = 'sound/weapons/pierce.ogg'
/// Time between taking potshots at goliaths
var/fire_delay = 5 SECONDS
/// How much faster do we shoot when avenging our parent?
var/on_death_multiplier = 5
/// Time taken between shots
COOLDOWN_DECLARE(shot_cooldown)
/// Types of mobs to attack
var/list/target_faction = list("hostile", "terrorspiders", "mining", "boss") //Yes terror spiders are their own faction. Also fuck them.
/obj/effect/watcher_orbiter/Initialize(mapload)
. = ..()
START_PROCESSING(SSobj, src)
// Shuttle rotation fucks with our position, we just want to stick with our guy
/obj/effect/watcher_orbiter/shuttleRotate(rotation, params)
return
/obj/effect/watcher_orbiter/Destroy(force)
STOP_PROCESSING(SSobj, src)
QDEL_NULL(tracker)
return ..()
/obj/effect/watcher_orbiter/process(seconds_per_tick)
if(!COOLDOWN_FINISHED(src, shot_cooldown))
return
for(var/mob/living/potential_target in oview(5, src))
if(!isanimal(potential_target) || potential_target.stat == DEAD)
continue
if(!faction_check(target_faction, potential_target.faction))
continue
shoot_at(potential_target)
return
/// Take a shot
/obj/effect/watcher_orbiter/proc/shoot_at(atom/target)
COOLDOWN_START(src, shot_cooldown, fire_delay)
var/turf/T = get_turf(src)
var/turf/U = get_turf(target)
if(!T || !U)
return
var/obj/item/projectile/O = new projectile_type(T)
playsound(get_turf(src), projectile_sound, 75, TRUE)
O.firer = parent // no hitting owner.
O.current = T
O.yo = U.y - T.y
O.xo = U.x - T.x
O.fire()
/// Set ourselves up to track and orbit around a guy
/obj/effect/watcher_orbiter/proc/follow(atom/movable/target)
parent = target
glide_size = target.glide_size
animate(src, pixel_y = 26, alpha = 255, time = 0.5 SECONDS)
addtimer(CALLBACK(src, PROC_REF(orbit_animation)), 0.5 SECONDS, TIMER_DELETE_ME)
tracker = new(target, CALLBACK(src, PROC_REF(on_parent_moved)))
RegisterSignal(target, COMSIG_PARENT_QDELETING, PROC_REF(on_parent_deleted))
RegisterSignal(target, COMSIG_MOB_DEATH, PROC_REF(on_parent_died))
RegisterSignal(target, COMSIG_LIVING_REVIVE, PROC_REF(on_parent_revived))
/// Do our orbiting animation
/obj/effect/watcher_orbiter/proc/orbit_animation()
animate(src, pixel_y = 26, time = 1 SECONDS, loop = -1, easing = SINE_EASING, flags = ANIMATION_PARALLEL)
animate(pixel_y = 18, time = 1 SECONDS, easing = SINE_EASING)
animate(src, pixel_x = 20, time = 0.5 SECONDS, loop = -1, easing = SINE_EASING | EASE_OUT, flags = ANIMATION_PARALLEL)
animate(pixel_x = 0, time = 0.5 SECONDS, easing = SINE_EASING | EASE_IN)
animate(pixel_x = -20, time = 0.5 SECONDS, easing = SINE_EASING | EASE_OUT)
animate(pixel_x = 0, time = 0.5 SECONDS, easing = SINE_EASING | EASE_IN)
/// Follow our parent
/obj/effect/watcher_orbiter/proc/on_parent_moved(atom/movable/parent, atom/mover, atom/old_loc, direction)
if(parent.loc == old_loc)
return
var/turf/new_turf = get_turf(parent)
if(isnull(new_turf))
qdel(src)
return
if(loc != new_turf)
abstract_move(new_turf)
/// Called if the guy we're tracking is deleted somehow
/obj/effect/watcher_orbiter/proc/on_parent_deleted()
SIGNAL_HANDLER
parent = null
qdel(src)
/// We must guard this corpse
/obj/effect/watcher_orbiter/proc/on_parent_died(mob/living/parent)
SIGNAL_HANDLER
visible_message("<span class='notice'>[src] emits a piteous keening in mourning of [parent]!</span>")
fire_delay /= on_death_multiplier
/// Exit hyperactive mode
/obj/effect/watcher_orbiter/proc/on_parent_revived(mob/living/parent)
SIGNAL_HANDLER
visible_message("<span class='notice'>[src] chirps happily as [parent] suddenly gasps for breath!</span>")
fire_delay *= on_death_multiplier
/// Beam fired by a baby watcher, doesn't actually do less damage than its parent
/obj/item/projectile/baby_watcher_blast
name = "hatchling beam"
icon_state = "ice_2"