mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-08-20 18:47:20 +01:00
e6f99049f6
* MILLA phase 2 * Lint. * Build Rust library * Assorted bugfixes and tweaks * Simplify fire mechanics and make hotspot sending to DM more reliable. * Assorted tweaks, fixed an issue in the core engine and removed the softcap it made necesary. * SM fixes, slower plasmafire, less overpowered pyro anomalies, and air alarm improvements. * Review fixes. * Build Rust library * Unbalanced icon. * Rebalance immovable rods. * Unbalanced has alerts, can fight airflow (but get slowed) * Build Rust library * Stronger space cooling, slower temperature flow, faster burns, burnt floors, and a hotspot display fix. * Build Rust library * Tweaks to avoid merge conflict * Oops. * Build Rust library * Rebalance wind. * Rebalance temperature flow and space cooling. * Fix gas flamethrower. * Build Rust library * Make air push slowdown directional, so you don't get slowed while moving with the air. * Variable name cleanup. * Reduce the speed of wind pushes. * Prevent wind pushes from breaking your pull. * Prevent swaps during wind push. * Made supermatter crytals reliably run last in atmos machinery. * Sped up plasmafire burning, but dropped the minimum burn amount. * Rebalanced SM heat output. * Rebalanced pyro anomaly. * Build Rust library * Lint * Build Rust library * Uncap fuel burnt readout. * Added Custom air alarm mode, dropped Refill cap to ONE_ATMOSPHERE. * Updated air alarm modes to use pressure settings instead of ONE_ATMOSPHERE * Added a list of areas not in Filtering to atmos alert computer. * Increase pressure gradient and vent output, especially at low distro pressure. * Changed Immovable Rod from Moderate to Major. * Lint * Build Rust library * More lint! * Build Rust library * Magboots, scaled slowdown, and nukie borg immunity * Wind image * Wind v2 * Wind v3 * pngcrush * pngcrush again * Moved hotspot removal into SSair, add wind effect. * Lint * Build Rust library * Fix hotspots. * Hotspot visual based on gas burnt * Build Rust library * Scaled wind to gas amount, stopped first wind push while moving. * Made Rust panic logging safer. * Made MILLA full tick and sleep timers more honest. * Pressure overlay, ghost mode, atmos goggles. * Build Rust library * Lint * Build Rust library * More lint-y stuff. * Build Rust library * Repair pressure overlay if it loses its loc. * Bind pressure overlays to their tile better. * Build Rust library * Make the pressure overlay work on z=1 and not proliferate effects. * Don't block the supply shuttle. * Don't fine for special effects. * Maybe don't fine for ghosts, either. * Build Rust library * Make pressure overlay play nice with shuttles. * Build Rust library * Pressure scanning for borgs. * Build Rust library * Lint * Build Rust library * Made explosions not generate so much wind. * Removed an old and non-functional proc. * Clientless mobs can get pushed again. * Build Rust library * cargo fmt * Build Rust library * Don't divide by zero. * Plasmafire generator for the Shadow * Update shadow to use plasmafire generators * Fix shadow's plasmafire generators going out on depart. * Prevent heat2color from runtiming at absolute zero. * Better nanofrost * Build Rust library * Singularity immunity * Build Rust library * Add back meson mode to atmospheric scanner goggles, so they don't stare deeply into the SM * Build Rust library * Dump panic outputs into data/ instead. * Build Rust library * Apply suggestions from code review Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com> Signed-off-by: Charlie Nolan <funnyman3595@gmail.com> * Saner handling of MILLA crash. * Build Rust library --------- Signed-off-by: Charlie Nolan <funnyman3595@gmail.com> Co-authored-by: paradisess13[bot] <165046124+paradisess13[bot]@users.noreply.github.com> Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>
191 lines
7.1 KiB
Plaintext
191 lines
7.1 KiB
Plaintext
/// Called on [/mob/living/proc/Initialize], for the mob to register to relevant signals.
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/mob/living/proc/register_init_signals()
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RegisterSignal(src, SIGNAL_ADDTRAIT(TRAIT_KNOCKEDOUT), PROC_REF(on_knockedout_trait_gain))
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RegisterSignal(src, SIGNAL_REMOVETRAIT(TRAIT_KNOCKEDOUT), PROC_REF(on_knockedout_trait_loss))
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RegisterSignal(src, SIGNAL_ADDTRAIT(TRAIT_FAKEDEATH), PROC_REF(on_fakedeath_trait_gain))
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RegisterSignal(src, SIGNAL_REMOVETRAIT(TRAIT_FAKEDEATH), PROC_REF(on_fakedeath_trait_loss))
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RegisterSignal(src, SIGNAL_ADDTRAIT(TRAIT_IMMOBILIZED), PROC_REF(on_immobilized_trait_gain))
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RegisterSignal(src, SIGNAL_REMOVETRAIT(TRAIT_IMMOBILIZED), PROC_REF(on_immobilized_trait_loss))
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RegisterSignal(src, SIGNAL_ADDTRAIT(TRAIT_FLOORED), PROC_REF(on_floored_trait_gain))
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RegisterSignal(src, SIGNAL_REMOVETRAIT(TRAIT_FLOORED), PROC_REF(on_floored_trait_loss))
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RegisterSignal(src, SIGNAL_ADDTRAIT(TRAIT_FORCED_STANDING), PROC_REF(on_forced_standing_trait_gain))
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RegisterSignal(src, SIGNAL_REMOVETRAIT(TRAIT_FORCED_STANDING), PROC_REF(on_forced_standing_trait_loss))
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RegisterSignal(src, SIGNAL_ADDTRAIT(TRAIT_HANDS_BLOCKED), PROC_REF(on_handsblocked_trait_gain))
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RegisterSignal(src, SIGNAL_REMOVETRAIT(TRAIT_HANDS_BLOCKED), PROC_REF(on_handsblocked_trait_loss))
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RegisterSignal(src, SIGNAL_ADDTRAIT(TRAIT_UI_BLOCKED), PROC_REF(on_ui_blocked_trait_gain))
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RegisterSignal(src, SIGNAL_REMOVETRAIT(TRAIT_UI_BLOCKED), PROC_REF(on_ui_blocked_trait_loss))
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RegisterSignal(src, SIGNAL_ADDTRAIT(TRAIT_CANNOT_PULL), PROC_REF(on_pull_blocked_trait_gain))
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RegisterSignal(src, SIGNAL_REMOVETRAIT(TRAIT_CANNOT_PULL), PROC_REF(on_pull_blocked_trait_loss))
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RegisterSignal(src, SIGNAL_ADDTRAIT(TRAIT_RESTRAINED), PROC_REF(on_restrained_trait_gain))
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RegisterSignal(src, SIGNAL_REMOVETRAIT(TRAIT_RESTRAINED), PROC_REF(on_restrained_trait_loss))
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RegisterSignal(src, SIGNAL_ADDTRAIT(TRAIT_UNKNOWN), PROC_REF(on_unknown_trait))
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RegisterSignal(src, SIGNAL_REMOVETRAIT(TRAIT_UNKNOWN), PROC_REF(on_unknown_trait))
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RegisterSignal(src, SIGNAL_ADDTRAIT(TRAIT_PRESSURE_VISION), PROC_REF(on_pressure_vision_trait_gain))
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RegisterSignal(src, SIGNAL_REMOVETRAIT(TRAIT_PRESSURE_VISION), PROC_REF(on_pressure_vision_trait_loss))
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/// Called when [TRAIT_KNOCKEDOUT] is added to the mob.
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/mob/living/proc/on_knockedout_trait_gain(datum/source)
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SIGNAL_HANDLER
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if(stat < UNCONSCIOUS)
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KnockOut()
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/// Called when [TRAIT_KNOCKEDOUT] is removed from the mob.
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/mob/living/proc/on_knockedout_trait_loss(datum/source)
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SIGNAL_HANDLER
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if(stat <= UNCONSCIOUS)
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WakeUp()
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/// Called when [TRAIT_IMMOBILIZED] is added to the mob.
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/mob/living/proc/on_immobilized_trait_gain(datum/source)
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SIGNAL_HANDLER
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mobility_flags &= ~MOBILITY_MOVE
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/// Called when [TRAIT_IMMOBILIZED] is removed from the mob.
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/mob/living/proc/on_immobilized_trait_loss(datum/source)
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SIGNAL_HANDLER
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mobility_flags |= MOBILITY_MOVE
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/// Called when [TRAIT_FLOORED] is added to the mob.
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/mob/living/proc/on_floored_trait_gain(datum/source)
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SIGNAL_HANDLER
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if(HAS_TRAIT(src, TRAIT_FORCED_STANDING))
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return // Don't go horizontal if mob has forced standing trait.
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mobility_flags &= ~MOBILITY_STAND
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on_floored_start()
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/mob/living/proc/on_floored_start()
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if(body_position == STANDING_UP) //force them on the ground
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fall()
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/// Called when [TRAIT_FLOORED] is removed from the mob.
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/mob/living/proc/on_floored_trait_loss(datum/source)
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SIGNAL_HANDLER
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mobility_flags |= MOBILITY_STAND
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on_floored_end()
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/mob/living/proc/on_floored_end()
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if(!resting)
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stand_up(FALSE)
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/// Called when [TRAIT_FORCED_STANDING] is added to the mob.
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/mob/living/proc/on_forced_standing_trait_gain(datum/source)
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SIGNAL_HANDLER
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set_body_position(STANDING_UP)
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/// Called when [TRAIT_FORCED_STANDING] is removed from the mob.
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/mob/living/proc/on_forced_standing_trait_loss(datum/source)
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SIGNAL_HANDLER
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if(HAS_TRAIT(src, TRAIT_FLOORED))
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fall()
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else if(resting)
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lay_down()
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/// Called when [TRAIT_HANDS_BLOCKED] is added to the mob.
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/mob/living/proc/on_handsblocked_trait_gain(datum/source)
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SIGNAL_HANDLER
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mobility_flags &= ~(MOBILITY_USE | MOBILITY_PICKUP)
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on_handsblocked_start()
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/mob/living/proc/on_handsblocked_start()
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drop_l_hand()
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drop_r_hand()
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ADD_TRAIT(src, TRAIT_UI_BLOCKED, TRAIT_HANDS_BLOCKED)
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ADD_TRAIT(src, TRAIT_CANNOT_PULL, TRAIT_HANDS_BLOCKED)
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/// Called when [TRAIT_HANDS_BLOCKED] is removed from the mob.
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/mob/living/proc/on_handsblocked_trait_loss(datum/source)
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SIGNAL_HANDLER
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mobility_flags |= (MOBILITY_USE | MOBILITY_PICKUP)
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on_handsblocked_end()
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/mob/living/proc/on_handsblocked_end()
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REMOVE_TRAIT(src, TRAIT_UI_BLOCKED, TRAIT_HANDS_BLOCKED)
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REMOVE_TRAIT(src, TRAIT_CANNOT_PULL, TRAIT_HANDS_BLOCKED)
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/// Called when [TRAIT_UI_BLOCKED] is added to the mob.
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/mob/living/proc/on_ui_blocked_trait_gain(datum/source)
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SIGNAL_HANDLER
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unset_machine()
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update_action_buttons_icon()
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/// Called when [TRAIT_UI_BLOCKED] is removed from the mob.
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/mob/living/proc/on_ui_blocked_trait_loss(datum/source)
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SIGNAL_HANDLER
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update_action_buttons_icon()
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/// Called when [TRAIT_CANNOT_PULL] is added to the mob.
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/mob/living/proc/on_pull_blocked_trait_gain(datum/source)
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SIGNAL_HANDLER
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mobility_flags &= ~(MOBILITY_PULL)
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if(pulling)
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stop_pulling()
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/// Called when [TRAIT_CANNOT_PULL] is removed from the mob.
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/mob/living/proc/on_pull_blocked_trait_loss(datum/source)
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SIGNAL_HANDLER
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mobility_flags |= MOBILITY_PULL
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/// Called when [TRAIT_RESTRAINED] is added to the mob.
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/mob/living/proc/on_restrained_trait_gain(datum/source)
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SIGNAL_HANDLER
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ADD_TRAIT(src, TRAIT_HANDS_BLOCKED, TRAIT_RESTRAINED)
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/// Called when [TRAIT_RESTRAINED] is removed from the mob.
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/mob/living/proc/on_restrained_trait_loss(datum/source)
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SIGNAL_HANDLER
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REMOVE_TRAIT(src, TRAIT_HANDS_BLOCKED, TRAIT_RESTRAINED)
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/// Called when [TRAIT_FAKEDEATH] is added to the mob.
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/mob/living/proc/on_fakedeath_trait_gain(datum/source)
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SIGNAL_HANDLER
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ADD_TRAIT(src, TRAIT_KNOCKEDOUT, TRAIT_FAKEDEATH)
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apply_status_effect(STATUS_EFFECT_REVIVABLE)
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/mob/living/carbon/human/on_fakedeath_trait_gain(datum/source)
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. = ..()
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stop_tail_wagging()
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/// Called when [TRAIT_FAKEDEATH] is removed from the mob.
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/mob/living/proc/on_fakedeath_trait_loss(datum/source)
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SIGNAL_HANDLER
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REMOVE_TRAIT(src, TRAIT_KNOCKEDOUT, TRAIT_FAKEDEATH)
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remove_status_effect(STATUS_EFFECT_REVIVABLE)
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/// Gaining or losing [TRAIT_UNKNOWN] updates our name and our sechud
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/mob/living/proc/on_unknown_trait(datum/source)
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SIGNAL_HANDLER // SIGNAL_ADDTRAIT(TRAIT_UNKNOWN), SIGNAL_REMOVETRAIT(TRAIT_UNKNOWN)
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addtimer(CALLBACK(src, PROC_REF(on_unknown_trait_part_2)), 0.1 SECONDS) // Remove signal is sent before the trait is removed, we need to wait a tick
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/mob/living/proc/on_unknown_trait_part_2()
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name = get_visible_name()
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sec_hud_set_ID()
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/// Called when [TRAIT_PRESSURE_VISION] is added to the mob.
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/mob/living/proc/on_pressure_vision_trait_gain(datum/source)
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SIGNAL_HANDLER
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var/datum/atom_hud/data/pressure/hud = GLOB.huds[DATA_HUD_PRESSURE]
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if(!(src in hud.hudusers))
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hud.add_hud_to(src)
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/// Called when [TRAIT_PRESSURE_VISION] is removed from the mob.
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/mob/living/proc/on_pressure_vision_trait_loss(datum/source)
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SIGNAL_HANDLER
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var/datum/atom_hud/data/pressure/hud = GLOB.huds[DATA_HUD_PRESSURE]
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if(src in hud.hudusers)
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hud.remove_hud_from(src)
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