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https://github.com/ParadiseSS13/Paradise.git
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This commit ports /tg/'s move refactor. The throwing system has been replaced entirely, removing the necessity of throw_at_fast and resolving multiple outstanding issues, such as crossbows being unusable. Spacedrifting has also been upgraded to function with the new throwing system. It is now it's own process. Tickcomp has been killed, and the config values have been adjusted to more or less match live Paradise. All mobs now share a common Bump() proc. There are only four mobtypes which do not, including humans and simple animals. With the exception of mob types that do not ever want to Bump() or be Bumped(), they should call the parent proc. Human movement slowdown has been moderately tweaked in how it stacks effects; It shouldn't be significantly different from a player perspective. Mobs will now spread fire if they bump into another mob. I don't want to set the world on fiiiire, I just want start a flame in your heart~ For player facing changes: Input delay has been reduced by roughly ~50ms for any direction keys, by advantage of a previously unknown flag on byond verbs which allow them to operate independently from the tick rate of the server. You may need to clear your interface.dmf file if you have a custom skin for this change to function.
322 lines
8.5 KiB
Plaintext
322 lines
8.5 KiB
Plaintext
/obj
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//var/datum/module/mod //not used
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var/origin_tech = null //Used by R&D to determine what research bonuses it grants.
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var/reliability = 100 //Used by SOME devices to determine how reliable they are.
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var/crit_fail = 0
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var/unacidable = 0 //universal "unacidabliness" var, here so you can use it in any obj.
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animate_movement = 2
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var/throwforce = 1
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var/list/attack_verb = list() //Used in attackby() to say how something was attacked "[x] has been [z.attack_verb] by [y] with [z]"
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var/sharp = 0 // whether this object cuts
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var/edge = 0 // whether this object is more likely to dismember
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var/in_use = 0 // If we have a user using us, this will be set on. We will check if the user has stopped using us, and thus stop updating and LAGGING EVERYTHING!
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var/damtype = "brute"
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var/force = 0
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var/Mtoollink = 0 // variable to decide if an object should show the multitool menu linking menu, not all objects use it
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var/burn_state = FIRE_PROOF // LAVA_PROOF | FIRE_PROOF | FLAMMABLE | ON_FIRE
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var/burntime = 10 //How long it takes to burn to ashes, in seconds
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var/burn_world_time //What world time the object will burn up completely
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var/being_shocked = 0
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var/on_blueprints = FALSE //Are we visible on the station blueprints at roundstart?
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var/force_blueprints = FALSE //forces the obj to be on the blueprints, regardless of when it was created.
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/obj/New()
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. = ..()
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if(on_blueprints && isturf(loc))
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var/turf/T = loc
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if(force_blueprints)
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T.add_blueprints(src)
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else
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T.add_blueprints_preround(src)
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/obj/Topic(href, href_list, var/nowindow = 0, var/datum/topic_state/state = default_state)
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// Calling Topic without a corresponding window open causes runtime errors
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if(!nowindow && ..())
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return 1
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// In the far future no checks are made in an overriding Topic() beyond if(..()) return
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// Instead any such checks are made in CanUseTopic()
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if(CanUseTopic(usr, state, href_list) == STATUS_INTERACTIVE)
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CouldUseTopic(usr)
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return 0
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CouldNotUseTopic(usr)
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return 1
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/obj/proc/CouldUseTopic(var/mob/user)
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var/atom/host = nano_host()
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host.add_fingerprint(user)
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/obj/proc/CouldNotUseTopic(var/mob/user)
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// Nada
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/obj/Destroy()
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machines -= src
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processing_objects -= src
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nanomanager.close_uis(src)
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return ..()
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/obj/proc/process()
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set waitfor = 0
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processing_objects.Remove(src)
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return 0
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/obj/assume_air(datum/gas_mixture/giver)
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if(loc)
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return loc.assume_air(giver)
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else
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return null
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/obj/remove_air(amount)
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if(loc)
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return loc.remove_air(amount)
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else
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return null
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/obj/return_air()
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if(loc)
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return loc.return_air()
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else
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return null
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/obj/proc/handle_internal_lifeform(mob/lifeform_inside_me, breath_request)
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//Return: (NONSTANDARD)
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// null if object handles breathing logic for lifeform
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// datum/air_group to tell lifeform to process using that breath return
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//DEFAULT: Take air from turf to give to have mob process
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if(breath_request>0)
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return remove_air(breath_request)
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else
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return null
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/obj/proc/updateUsrDialog()
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if(in_use)
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var/is_in_use = 0
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var/list/nearby = viewers(1, src)
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for(var/mob/M in nearby)
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if((M.client && M.machine == src))
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is_in_use = 1
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src.attack_hand(M)
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if(istype(usr, /mob/living/silicon/ai) || istype(usr, /mob/living/silicon/robot))
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if(!(usr in nearby))
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if(usr.client && usr.machine==src) // && M.machine == src is omitted because if we triggered this by using the dialog, it doesn't matter if our machine changed in between triggering it and this - the dialog is probably still supposed to refresh.
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is_in_use = 1
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src.attack_ai(usr)
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// check for TK users
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if(istype(usr, /mob/living/carbon/human))
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if(istype(usr.l_hand, /obj/item/tk_grab) || istype(usr.r_hand, /obj/item/tk_grab/))
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if(!(usr in nearby))
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if(usr.client && usr.machine==src)
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is_in_use = 1
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src.attack_hand(usr)
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in_use = is_in_use
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/obj/proc/updateDialog()
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// Check that people are actually using the machine. If not, don't update anymore.
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if(in_use)
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var/list/nearby = viewers(1, src)
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var/is_in_use = 0
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for(var/mob/M in nearby)
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if((M.client && M.machine == src))
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is_in_use = 1
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src.interact(M)
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var/ai_in_use = AutoUpdateAI(src)
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if(!ai_in_use && !is_in_use)
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in_use = 0
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/obj/proc/interact(mob/user)
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return
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/obj/proc/update_icon()
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return
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/mob/proc/unset_machine()
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if(machine)
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machine.on_unset_machine(src)
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machine = null
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//called when the user unsets the machine.
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/atom/movable/proc/on_unset_machine(mob/user)
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return
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/mob/proc/set_machine(var/obj/O)
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if(src.machine)
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unset_machine()
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src.machine = O
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if(istype(O))
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O.in_use = 1
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/obj/item/proc/updateSelfDialog()
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var/mob/M = src.loc
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if(istype(M) && M.client && M.machine == src)
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src.attack_self(M)
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/obj/proc/alter_health()
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return 1
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/obj/proc/hide(h)
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return
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/obj/proc/hear_talk(mob/M as mob, text)
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if(talking_atom)
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talking_atom.catchMessage(text, M)
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/*
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var/mob/mo = locate(/mob) in src
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if(mo)
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var/rendered = "<span class='game say'><span class='name'>[M.name]: </span> <span class='message'>[text]</span></span>"
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mo.show_message(rendered, 2)
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*/
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/obj/proc/hear_message(mob/M as mob, text)
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/obj/proc/multitool_menu(var/mob/user,var/obj/item/device/multitool/P)
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return "<b>NO MULTITOOL_MENU!</b>"
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/obj/proc/linkWith(var/mob/user, var/obj/buffer, var/link/context)
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return 0
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/obj/proc/unlinkFrom(var/mob/user, var/obj/buffer)
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return 0
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/obj/proc/canLink(var/obj/O, var/link/context)
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return 0
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/obj/proc/isLinkedWith(var/obj/O)
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return 0
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/obj/proc/getLink(var/idx)
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return null
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/obj/proc/linkMenu(var/obj/O)
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var/dat=""
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if(canLink(O, list()))
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dat += " <a href='?src=[UID()];link=1'>\[Link\]</a> "
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return dat
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/obj/proc/format_tag(var/label,var/varname, var/act="set_tag")
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var/value = vars[varname]
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if(!value || value=="")
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value="-----"
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return "<b>[label]:</b> <a href=\"?src=[UID()];[act]=[varname]\">[value]</a>"
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/obj/proc/update_multitool_menu(mob/user as mob)
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var/obj/item/device/multitool/P = get_multitool(user)
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if(!istype(P))
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return 0
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var/dat = {"<html>
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<head>
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<title>[name] Configuration</title>
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<style type="text/css">
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html,body {
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font-family:courier;
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background:#999999;
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color:#333333;
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}
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a {
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color:#000000;
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text-decoration:none;
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border-bottom:1px solid black;
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}
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</style>
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</head>
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<body>
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<h3>[name]</h3>
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"}
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if(allowed(user))//no, assistants, you're not ruining all vents on the station with just a multitool
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dat += multitool_menu(user,P)
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if(Mtoollink)
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if(P)
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if(P.buffer)
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var/id = null
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if(istype(P.buffer, /obj/machinery/telecomms))
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id=P.buffer:id
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else if("id_tag" in P.buffer.vars)
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id=P.buffer:id_tag
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dat += "<p><b>MULTITOOL BUFFER:</b> [P.buffer] [id ? "([id])" : ""]"
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dat += linkMenu(P.buffer)
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if(P.buffer)
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dat += "<a href='?src=[UID()];flush=1'>\[Flush\]</a>"
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dat += "</p>"
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else
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dat += "<p><b>MULTITOOL BUFFER:</b> <a href='?src=[UID()];buffer=1'>\[Add Machine\]</a></p>"
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else
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dat += "<b>ACCESS DENIED</a>"
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dat += "</body></html>"
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user << browse(dat, "window=mtcomputer")
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user.set_machine(src)
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onclose(user, "mtcomputer")
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/obj/singularity_act()
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ex_act(1.0)
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if(src && isnull(gcDestroyed))
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qdel(src)
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return 2
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/obj/singularity_pull(S, current_size)
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if(anchored)
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if(current_size >= STAGE_FIVE)
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anchored = 0
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step_towards(src,S)
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else step_towards(src,S)
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/obj/proc/container_resist(var/mob/living)
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return
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/obj/proc/tesla_act(var/power)
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being_shocked = 1
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var/power_bounced = power * 0.5
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tesla_zap(src, 3, power_bounced)
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addtimer(src, "reset_shocked", 10)
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/obj/proc/reset_shocked()
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being_shocked = 0
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/obj/proc/CanAStarPass()
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. = !density
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/obj/fire_act(global_overlay=1)
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if(!burn_state)
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burn_state = ON_FIRE
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fire_master.burning += src
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burn_world_time = world.time + burntime*rand(10,20)
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if(global_overlay)
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overlays += fire_overlay
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return 1
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/obj/proc/burn()
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empty_object_contents(1, loc)
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var/obj/effect/decal/cleanable/ash/A = new(loc)
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A.desc = "Looks like this used to be a [name] some time ago."
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fire_master.burning -= src
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qdel(src)
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/obj/proc/extinguish()
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if(burn_state == ON_FIRE)
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burn_state = FLAMMABLE
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overlays -= fire_overlay
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fire_master.burning -= src
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/obj/proc/empty_object_contents(burn = 0, new_loc = loc)
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for(var/obj/item/Item in contents) //Empty out the contents
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Item.forceMove(new_loc)
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if(burn)
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Item.fire_act() //Set them on fire, too
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/obj/proc/on_mob_move(dir, mob/user)
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return |