mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-01-08 00:21:43 +00:00
* refactor: Movement cross/uncross implementation.
* wrong var name
* fix unit tests dropping PDAs into nowhere
* Add documentation.
* remove unused constants
* say which procs are off limits
* fix simpleanimal z change runtime
* helps not to leave merge conflicts
* kill me
* fix typecast
* fix projectile/table collision
* treadmills don't cause MC to crash anymore
* connect_loc is appropriate here
* fix windoors and teleporters
* fix bonfires and clarify docs
* fix proximity sensors
Tested with sensors in crates, sensors in modsuits
Tested new proximity component with firing projectiles at singularity
Tested new proximity component with portable flashes
Tested new proximity component with facehuggers
* lint
* fix: polarized access helper false positives
* Revert "fix: polarized access helper false positives"
This reverts commit 9814f98cf6.
* hopefully the right change for mindflayer steam
* Changes following cameras
* fix glass table collision
* appears to fix doorspam
* fix ore bags not picking up ore
* fix signatures of /Exited
* remove debug log
* remove duplicate signal registrar
* fix emptying bags into locations
* I don't trust these nested Move calls
* use connect_loc for upgraded resonator fields
* use moveToNullspace
* fix spiderweb crossing
* fix pass checking for windows from a tile off
* fix bluespace closet/transparency issues
* fix mechs not interacting with doors and probably other things
* fix debug
* fix telepete
* add some docs
* stop trying to shoehorn prox monitor into cards
* I should make sure things build
* kill override signal warning
* undef signal
* not many prox monitors survive going off like this
* small fixes to storage
* make moving wormholes respect signals
* use correct signals for pulse demon
* fix pulse heart too
* fix smoke signals
* may have fucked singulo projectile swerve
* fix singulo projectile arcing
* remove duplicate define
* just look at it
* hopefully last cleanups of incorrect signal usage
* fix squeaking
* may god have mercy on my soul
* Apply suggestions from code review
Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Signed-off-by: warriorstar-orion <orion@snowfrost.garden>
* lewc review
* Apply suggestions from code review
Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>
Signed-off-by: warriorstar-orion <orion@snowfrost.garden>
* burza review
* fix bad args for grenade assemblies
* Update code/__DEFINES/is_helpers.dm
Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Signed-off-by: warriorstar-orion <orion@snowfrost.garden>
---------
Signed-off-by: warriorstar-orion <orion@snowfrost.garden>
Co-authored-by: DGamerL <daan.lyklema@gmail.com>
Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>
251 lines
7.9 KiB
Plaintext
251 lines
7.9 KiB
Plaintext
/obj/structure/spider
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name = "web"
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desc = "it's stringy and sticky."
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icon = 'icons/effects/effects.dmi'
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icon_state = "stickyweb1"
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anchored = TRUE
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density = FALSE
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max_integrity = 15
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var/mob/living/carbon/human/master_commander = null
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/obj/structure/spider/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0)
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if(damage_type == BURN)//the stickiness of the web mutes all attack sounds except fire damage type
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playsound(loc, 'sound/items/welder.ogg', 100, TRUE)
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/obj/structure/spider/run_obj_armor(damage_amount, damage_type, damage_flag = 0, attack_dir)
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if(damage_flag == MELEE)
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switch(damage_type)
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if(BURN)
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damage_amount *= 2
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if(BRUTE)
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damage_amount *= 0.25
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. = ..()
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/obj/structure/spider/Destroy()
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master_commander = null
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return ..()
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/obj/structure/spider/temperature_expose(datum/gas_mixture/air, exposed_temperature, exposed_volume)
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..()
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if(exposed_temperature > 300)
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take_damage(5, BURN, 0, 0)
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/obj/structure/spider/stickyweb
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icon_state = "stickyweb1"
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/obj/structure/spider/stickyweb/Initialize(mapload)
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. = ..()
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if(prob(50))
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icon_state = "stickyweb2"
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var/static/list/loc_connections = list(
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COMSIG_ATOM_EXIT = PROC_REF(on_atom_exit),
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)
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AddElement(/datum/element/connect_loc, loc_connections)
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/obj/structure/spider/stickyweb/proc/on_atom_exit(datum/source, atom/exiter)
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if(istype(exiter, /mob/living/simple_animal/hostile/poison/giant_spider) || isterrorspider(exiter))
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return
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if(isliving(exiter) && prob(50))
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to_chat(exiter, "<span class='danger'>You get stuck in [src] for a moment.</span>")
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return COMPONENT_ATOM_BLOCK_EXIT
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if(isprojectile(exiter) && prob(30))
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return COMPONENT_ATOM_BLOCK_EXIT
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/obj/structure/spider/eggcluster
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name = "egg cluster"
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desc = "They seem to pulse slightly with an inner life."
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icon_state = "eggs"
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var/amount_grown = 0
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var/player_spiders = FALSE
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var/list/faction = list("spiders")
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flags_2 = CRITICAL_ATOM_2
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/obj/structure/spider/eggcluster/Initialize(mapload)
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. = ..()
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pixel_x = rand(3,-3)
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pixel_y = rand(3,-3)
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START_PROCESSING(SSobj, src)
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/obj/structure/spider/eggcluster/process()
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if(SSmobs.xenobiology_mobs > MAX_GOLD_CORE_MOBS - 10) //eggs gonna chill out until there is less spiders
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return
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amount_grown += rand(0, 2)
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if(amount_grown >= 100)
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var/num = rand(3, 12)
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for(var/i in 1 to num)
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var/obj/structure/spider/spiderling/S = new /obj/structure/spider/spiderling(loc)
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S.faction = faction.Copy()
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S.master_commander = master_commander
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if(player_spiders)
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S.player_spiders = TRUE
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qdel(src)
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/obj/structure/spider/spiderling
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name = "spiderling"
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desc = "It never stays still for long."
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icon_state = "spiderling"
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anchored = FALSE
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layer = 2.75
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max_integrity = 3
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var/amount_grown = 0
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var/grow_as = null
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var/obj/machinery/atmospherics/unary/vent_pump/entry_vent
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var/travelling_in_vent = FALSE
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var/player_spiders = FALSE
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var/list/faction = list("spiders")
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var/selecting_player = 0
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///Is this spiderling created from a xenobiology mob?
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var/xenobiology_spawned = FALSE
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/obj/structure/spider/spiderling/Initialize(mapload)
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. = ..()
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pixel_x = rand(6,-6)
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pixel_y = rand(6,-6)
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START_PROCESSING(SSobj, src)
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AddComponent(/datum/component/swarming)
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ADD_TRAIT(src, TRAIT_EDIBLE_BUG, "edible_bug") // Normally this is just used for mobs, but spiderlings are kind of that...
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/obj/structure/spider/spiderling/Destroy()
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STOP_PROCESSING(SSobj, src)
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// Release possible ref if a walk is still being processed
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walk_to(src, 0)
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entry_vent = null
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if(amount_grown < 100)
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new /obj/effect/decal/cleanable/spiderling_remains(get_turf(src))
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return ..()
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/obj/structure/spider/spiderling/Bump(atom/user)
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if(istype(user, /obj/structure/table))
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loc = user.loc
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else
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..()
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/obj/structure/spider/spiderling/process()
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if(travelling_in_vent)
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if(isturf(loc))
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travelling_in_vent = FALSE
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entry_vent = null
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else if(entry_vent)
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if(get_dist(src, entry_vent) <= 1)
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var/list/vents = list()
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for(var/obj/machinery/atmospherics/unary/vent_pump/temp_vent in entry_vent.parent.other_atmosmch)
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vents.Add(temp_vent)
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if(!length(vents))
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entry_vent = null
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return
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var/obj/machinery/atmospherics/unary/vent_pump/exit_vent = pick(vents)
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if(prob(50))
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visible_message("<B>[src] scrambles into the ventilation ducts!</B>", \
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"<span class='notice'>You hear something squeezing through the ventilation ducts.</span>")
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spawn(rand(20,60))
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loc = exit_vent
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var/travel_time = round(get_dist(loc, exit_vent.loc) / 2)
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spawn(travel_time)
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if(!exit_vent || exit_vent.welded)
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loc = entry_vent
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entry_vent = null
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return
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if(prob(50))
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audible_message("<span class='notice'>You hear something squeezing through the ventilation ducts.</span>")
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sleep(travel_time)
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if(!exit_vent || exit_vent.welded)
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loc = entry_vent
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entry_vent = null
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return
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loc = exit_vent.loc
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entry_vent = null
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var/area/new_area = get_area(loc)
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if(new_area)
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new_area.Entered(src)
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//=================
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else if(prob(33))
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if(random_skitter() && prob(40))
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visible_message("<span class='notice'>[src] skitters[pick(" away"," around","")].</span>")
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else if(prob(10))
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//ventcrawl!
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for(var/obj/machinery/atmospherics/unary/vent_pump/v in view(7,src))
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if(!v.welded)
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entry_vent = v
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walk_to(src, entry_vent, 1)
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break
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if(isturf(loc))
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amount_grown += rand(0,2)
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if(amount_grown >= 100)
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if(SSmobs.xenobiology_mobs > MAX_GOLD_CORE_MOBS && xenobiology_spawned)
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qdel(src)
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return
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if(!grow_as)
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grow_as = pick(typesof(/mob/living/simple_animal/hostile/poison/giant_spider) - /mob/living/simple_animal/hostile/poison/giant_spider/hunter/infestation_spider)
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var/mob/living/simple_animal/hostile/poison/giant_spider/S = new grow_as(loc)
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S.faction = faction.Copy()
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S.master_commander = master_commander
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S.xenobiology_spawned = xenobiology_spawned
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if(xenobiology_spawned)
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SSmobs.xenobiology_mobs++
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if(player_spiders && !selecting_player)
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selecting_player = 1
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spawn()
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var/list/candidates = SSghost_spawns.poll_candidates("Do you want to play as a giant spider?", ROLE_SENTIENT, TRUE, source = S)
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if(length(candidates) && !QDELETED(S))
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var/mob/C = pick(candidates)
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if(C)
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S.key = C.key
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dust_if_respawnable(C)
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if(S.master_commander)
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to_chat(S, "<span class='biggerdanger'>You are a spider who is loyal to [S.master_commander], obey [S.master_commander]'s every order and assist [S.master_commander.p_them()] in completing [S.master_commander.p_their()] goals at any cost.</span>")
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qdel(src)
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/obj/structure/spider/spiderling/proc/random_skitter()
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var/list/available_turfs = list()
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for(var/turf/simulated/S in oview(10, src))
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// no !isspaceturf check needed since /turf/simulated is not a subtype of /turf/space
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if(S.density)
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continue
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available_turfs += S
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if(!length(available_turfs))
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return FALSE
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walk_to(src, pick(available_turfs))
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return TRUE
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/obj/structure/spider/spiderling/decompile_act(obj/item/matter_decompiler/C, mob/user)
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if(!isdrone(user))
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user.visible_message("<span class='notice'>[user] sucks [src] into its decompiler. There's a horrible crunching noise.</span>", \
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"<span class='warning'>It's a bit of a struggle, but you manage to suck [src] into your decompiler. It makes a series of visceral crunching noises.</span>")
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C.stored_comms["metal"] += 2
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C.stored_comms["glass"] += 1
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qdel(src)
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return TRUE
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return ..()
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/obj/effect/decal/cleanable/spiderling_remains
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name = "spiderling remains"
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desc = "Green squishy mess."
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icon = 'icons/effects/effects.dmi'
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icon_state = "greenshatter"
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/obj/structure/spider/cocoon
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name = "cocoon"
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desc = "Something wrapped in silky spider web."
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icon_state = "cocoon1"
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max_integrity = 60
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/obj/structure/spider/cocoon/Initialize(mapload)
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. = ..()
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icon_state = pick("cocoon1","cocoon2","cocoon3")
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/obj/structure/spider/cocoon/Destroy()
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visible_message("<span class='danger'>[src] splits open.</span>")
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for(var/atom/movable/A in contents)
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A.forceMove(loc)
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return ..()
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