mirror of
https://github.com/yogstation13/Yogstation.git
synced 2025-02-26 09:04:50 +00:00
Renames lava component and fixes a couple bugs (#22116)
* fuck it * Update lingering.dm * Update lingering.dm * Update lingering.dm * callback instead of subtype * alexkar stuff * Update lingering.dm
This commit is contained in:
@@ -173,7 +173,7 @@
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continue
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if(extended_safety_checks)
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var/datum/component/lava/safety_check = F.GetComponent(/datum/component/lava)
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var/datum/component/lingering/safety_check = F.GetComponent(/datum/component/lingering)
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if(safety_check && !safety_check.is_safe()) //chasms aren't /floor, and so are pre-filtered
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continue
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@@ -1,5 +1,8 @@
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///LAVA
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/// list of typepaths that if they're on the same tile as lava will prevent the damage
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GLOBAL_LIST_INIT(lavasafeties, typecacheof(list(/obj/structure/lattice/catwalk, /obj/structure/stone_tile)))
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/turf/open/lava
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name = "lava"
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icon_state = "lava"
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@@ -34,7 +37,59 @@
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if(!smoothing_flags)
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update_appearance()
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AddComponent(/datum/component/fishable/lava)
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AddComponent(/datum/component/lava)
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AddComponent(/datum/component/lingering, CALLBACK(src, PROC_REF(burn_stuff)), GLOB.lavasafeties)
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/turf/open/lava/proc/burn_stuff(thing, delta_time)
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if(isobj(thing))
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var/obj/O = thing
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if((O.resistance_flags & (LAVA_PROOF|INDESTRUCTIBLE)) || O.throwing)
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return
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. = TRUE
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if((O.resistance_flags & (ON_FIRE)))
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return
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if(!(O.resistance_flags & FLAMMABLE))
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O.resistance_flags |= FLAMMABLE //Even fireproof things burn up in lava
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if(O.resistance_flags & FIRE_PROOF)
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O.resistance_flags &= ~FIRE_PROOF
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if(O.armor.fire > 50) //obj with 100% fire armor still get slowly burned away.
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O.armor = O.armor.setRating(fire = 50)
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O.fire_act(10000, 1000 * delta_time)
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else if (isliving(thing))
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. = TRUE
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var/mob/living/L = thing
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if(L.movement_type & FLYING)
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return //YOU'RE FLYING OVER IT
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var/buckle_check = L.buckling
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if(!buckle_check)
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buckle_check = L.buckled
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if(isobj(buckle_check))
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var/obj/O = buckle_check
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if(O.resistance_flags & LAVA_PROOF)
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return
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else if(isliving(buckle_check))
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var/mob/living/live = buckle_check
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if("lava" in live.weather_immunities)
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return
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if(!L.on_fire)
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L.update_fire()
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if(iscarbon(L))
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var/mob/living/carbon/C = L
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var/obj/item/clothing/S = C.get_item_by_slot(ITEM_SLOT_OCLOTHING)
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var/obj/item/clothing/H = C.get_item_by_slot(ITEM_SLOT_HEAD)
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if(S && H && S.clothing_flags & LAVAPROTECT && H.clothing_flags & LAVAPROTECT)
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return
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if("lava" in L.weather_immunities)
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return
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L.adjustFireLoss(20 * delta_time)
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if(L) //mobs turning into object corpses could get deleted here.
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L.adjust_fire_stacks(20 * delta_time)
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L.ignite_mob()
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/turf/open/lava/update_overlays()
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. = ..()
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@@ -174,9 +174,74 @@
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light_color = LIGHT_COLOR_PURPLE
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lava_temperature = 73 // cold, not hot
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/turf/open/lava/plasma/Initialize(mapload)
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. = ..()
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AddComponent(/datum/component/lava/plasma) //overwrites the regular lava component
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/turf/open/lava/plasma/burn_stuff(thing, delta_time)
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if (isliving(thing)) //objects are unaffected for now
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. = TRUE
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var/mob/living/L = thing
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if(L.movement_type & FLYING)
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return //YOU'RE FLYING OVER IT
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if(WEATHER_SNOW in L.weather_immunities)
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return
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var/buckle_check = L.buckling
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if(!buckle_check)
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buckle_check = L.buckled
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if(isobj(buckle_check))
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var/obj/O = buckle_check
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if(O.resistance_flags & FREEZE_PROOF)
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return
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else if(isliving(buckle_check))
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var/mob/living/live = buckle_check
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if(WEATHER_SNOW in live.weather_immunities)
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return
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L.adjustFireLoss(2)
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if(L)
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L.adjust_fire_stacks(20) //dipping into a stream of plasma would probably make you more flammable than usual
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L.adjust_bodytemperature(-rand(50,65)) //its cold, man
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if(ishuman(L))//are they a carbon?
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var/list/plasma_parts = list()//a list of the organic parts to be turned into plasma limbs
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var/list/robo_parts = list()//keep a reference of robotic parts so we know if we can turn them into a plasmaman
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var/mob/living/carbon/human/PP = L
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var/datum/species/S = PP.dna.species
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if(istype(S, /datum/species/plasmaman) || (S.inherent_biotypes & MOB_ROBOTIC)) //ignore plasmamen/robotic species
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return
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for(var/BP in PP.bodyparts)
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var/obj/item/bodypart/NN = BP
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if(NN.status == BODYPART_ROBOTIC)
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robo_parts += NN
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if(NN.body_zone == BODY_ZONE_HEAD) //don't add the head to the list, just transform them into an plasmaman when it's the only thing left
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continue
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if(NN.status == BODYPART_ORGANIC && !(NN.species_id == "plasmaman" || NN.species_id == "husk")) //getting every organic, non-plasmaman limb (augments/androids are immune to this)
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plasma_parts += NN
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if(prob(35)) //checking if the delay is over & if the victim actually has any parts to nom
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PP.adjustToxLoss(15)
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PP.adjustFireLoss(25)
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if(length(plasma_parts))
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playsound(PP, 'sound/effects/wounds/sizzle2.ogg', 80, TRUE)
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var/obj/item/bodypart/NB = pick(plasma_parts) //using the above-mentioned list to get a choice of limbs to replace
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if(PP.stat != DEAD)
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PP.emote("scream")
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PP.visible_message(span_warning("[L] screams in pain as [L.p_their()] [NB] melts down to the bone!"), span_userdanger("You scream out in pain as your [NB] melts down to the bone, leaving an eerie plasma-like glow where flesh used to be!"))
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else
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PP.visible_message(span_warning("[L]'s [NB] melts down to the bone!"))
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var/obj/item/bodypart/replacement_part = new NB.type
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replacement_part.species_id = "plasmaman"
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replacement_part.original_owner = "plasma river"
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replacement_part.replace_limb(PP)
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qdel(NB)
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else if(!length(robo_parts)) //a person with no potential organic limbs left AND no robotic limbs, time to turn them into a plasmaman
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playsound(PP, 'sound/effects/wounds/sizzle2.ogg', 80, TRUE)
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PP.ignite_mob()
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PP.cure_husk(BURN) //cure the probable husk first
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PP.set_species(/datum/species/plasmaman)
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PP.regenerate_icons()
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PP.visible_message(span_warning("[L] bursts into a brilliant purple flame as [L.p_their()] entire body is that of a skeleton!"), \
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span_userdanger("Your senses numb as all of your remaining flesh is turned into a purple slurry, sloshing off your body and leaving only your bones to show in a vibrant purple!"))
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/turf/open/lava/plasma/attackby(obj/item/I, mob/user, params)
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var/obj/item/reagent_containers/glass/C = I
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@@ -141,7 +141,7 @@ GLOBAL_LIST_INIT(AISwarmerCapsByType, list(/mob/living/simple_animal/hostile/swa
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/mob/living/simple_animal/hostile/swarmer/ai/Move(atom/newloc)
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if(newloc)
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if(newloc.z == z) //so these actions are Z-specific
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var/datum/component/lava/safety_check = newloc.GetComponent(/datum/component/lava)
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var/datum/component/lingering/safety_check = newloc.GetComponent(/datum/component/lingering)
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if(safety_check && !safety_check.is_safe())
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StartAction(20)
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new /obj/structure/lattice/catwalk/swarmer_catwalk(newloc)
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@@ -64,7 +64,7 @@
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return FALSE
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/turf/open/lava/swarmer_act()
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var/datum/component/lava/safety_check = src.GetComponent(/datum/component/lava)
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var/datum/component/lingering/safety_check = src.GetComponent(/datum/component/lingering)
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if(safety_check && !safety_check.is_safe()) //chasms aren't /floor, and so are pre-filtered
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new /obj/structure/lattice/catwalk/swarmer_catwalk(src)
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return FALSE
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@@ -4029,7 +4029,7 @@
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#include "yogstation\code\datums\components\crawl.dm"
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#include "yogstation\code\datums\components\fishable.dm"
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#include "yogstation\code\datums\components\fishingbonus.dm"
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#include "yogstation\code\datums\components\lava.dm"
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#include "yogstation\code\datums\components\lingering.dm"
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#include "yogstation\code\datums\components\pinnable_accessory.dm"
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#include "yogstation\code\datums\components\radioactive.dm"
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#include "yogstation\code\datums\components\randomcrits.dm"
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@@ -1,253 +0,0 @@
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/datum/component/lava
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var/turf/open/tile
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dupe_type = /datum/component/lava //overwrite other types of lava
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/datum/component/lava/Initialize()
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if(!istype(parent, /turf))
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return COMPONENT_INCOMPATIBLE
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tile = parent
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/datum/component/lava/RegisterWithParent()
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. = ..()
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RegisterSignal(parent, COMSIG_ATOM_HITBY, PROC_REF(hitby))
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RegisterSignal(parent, COMSIG_ATOM_ENTERED, PROC_REF(Entered))
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RegisterSignal(parent, COMSIG_ATOM_EXITED, PROC_REF(Exited))
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tile = parent
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/datum/component/lava/UnregisterFromParent()
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. = ..()
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UnregisterSignal(parent, COMSIG_ATOM_HITBY, PROC_REF(hitby))
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UnregisterSignal(parent, COMSIG_ATOM_ENTERED, PROC_REF(Entered))
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UnregisterSignal(parent, COMSIG_ATOM_EXITED, PROC_REF(Exited))
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STOP_PROCESSING(SSobj, src)
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////////////////////////////////////////////////////////////////////////////////////
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//---------------------------------Triggers---------------------------------------//
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////////////////////////////////////////////////////////////////////////////////////
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/datum/component/lava/proc/hitby(datum/source, atom/movable/AM, skipcatch, hitpush, blocked, datum/thrownthing/throwingdatum)
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if(damage_stuff(AM))
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START_PROCESSING(SSobj, src)
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/datum/component/lava/proc/Entered(datum/source, atom/movable/AM)
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if(damage_stuff(AM))
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START_PROCESSING(SSobj, src)
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/datum/component/lava/proc/Exited(datum/source, atom/movable/Obj, atom/newloc)
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if(isliving(Obj))
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var/mob/living/L = Obj
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if(!islava(newloc) && !L.on_fire)
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L.update_fire()
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/datum/component/lava/process(delta_time)
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if(!damage_stuff(null, delta_time))
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STOP_PROCESSING(SSobj, src)
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////////////////////////////////////////////////////////////////////////////////////
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//---------------------------------safety check-----------------------------------//
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////////////////////////////////////////////////////////////////////////////////////
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/datum/component/lava/proc/is_safe()
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//if anything matching this typecache is found in the lava, we don't burn things
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var/static/list/lava_safeties_typecache = typecacheof(list(/obj/structure/lattice/catwalk, /obj/structure/stone_tile))
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var/list/found_safeties = typecache_filter_list(tile.contents, lava_safeties_typecache)
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for(var/obj/structure/stone_tile/S in found_safeties)
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if(S.fallen)
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LAZYREMOVE(found_safeties, S)
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return LAZYLEN(found_safeties)
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/datum/component/lava/proc/damage_stuff(AM, delta_time = 1)
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. = 0
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if(is_safe())
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return FALSE
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var/thing_to_check = tile
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if(!istype(thing_to_check, /turf))
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return
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if (AM)
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thing_to_check = list(AM)
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for(var/thing in thing_to_check)
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if(apply_damage(thing, delta_time))
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. = 1
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////////////////////////////////////////////////////////////////////////////////////
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//--------------------------------Do the effect-----------------------------------//
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////////////////////////////////////////////////////////////////////////////////////
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/datum/component/lava/proc/apply_damage(thing, delta_time) //override this for subtypes
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. = 0
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if(isobj(thing))
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var/obj/O = thing
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if((O.resistance_flags & (LAVA_PROOF|INDESTRUCTIBLE)) || O.throwing)
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return
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. = 1
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if((O.resistance_flags & (ON_FIRE)))
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return
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if(!(O.resistance_flags & FLAMMABLE))
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O.resistance_flags |= FLAMMABLE //Even fireproof things burn up in lava
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if(O.resistance_flags & FIRE_PROOF)
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O.resistance_flags &= ~FIRE_PROOF
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if(O.armor.fire > 50) //obj with 100% fire armor still get slowly burned away.
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O.armor = O.armor.setRating(fire = 50)
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O.fire_act(10000, 1000 * delta_time)
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else if (isliving(thing))
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. = 1
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var/mob/living/L = thing
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if(L.movement_type & FLYING)
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return //YOU'RE FLYING OVER IT
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var/buckle_check = L.buckling
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if(!buckle_check)
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buckle_check = L.buckled
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if(isobj(buckle_check))
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var/obj/O = buckle_check
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if(O.resistance_flags & LAVA_PROOF)
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return
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else if(isliving(buckle_check))
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var/mob/living/live = buckle_check
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if("lava" in live.weather_immunities)
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return
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if(!L.on_fire)
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L.update_fire()
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if(iscarbon(L))
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var/mob/living/carbon/C = L
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var/obj/item/clothing/S = C.get_item_by_slot(ITEM_SLOT_OCLOTHING)
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var/obj/item/clothing/H = C.get_item_by_slot(ITEM_SLOT_HEAD)
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if(S && H && S.clothing_flags & LAVAPROTECT && H.clothing_flags & LAVAPROTECT)
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return
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if("lava" in L.weather_immunities)
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return
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L.adjustFireLoss(20 * delta_time)
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if(L) //mobs turning into object corpses could get deleted here.
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L.adjust_fire_stacks(20 * delta_time)
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L.ignite_mob()
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////////////////////////////////////////////////////////////////////////////////////
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//-------------------------------Toxic water lava---------------------------------//
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////////////////////////////////////////////////////////////////////////////////////
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/datum/component/lava/toxic/apply_damage(thing, delta_time)
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. = 0
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if(isobj(thing)) //objects are unaffected for now
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return
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else if (isliving(thing))
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. = 1
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var/mob/living/L = thing
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if(L.movement_type & (FLYING|FLOATING))
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return //YOU'RE FLYING OVER IT
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if(HAS_TRAIT(L,TRAIT_SULPH_PIT_IMMUNE))
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return
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var/buckle_check = L.buckling
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if(!buckle_check)
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buckle_check = L.buckled
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if(isobj(buckle_check))
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var/obj/O = buckle_check
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if(O.resistance_flags & ACID_PROOF)
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return
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else if(isliving(buckle_check))
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var/mob/living/live = buckle_check
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if(live.movement_type & (FLYING|FLOATING))
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return
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if(HAS_TRAIT(live, TRAIT_SULPH_PIT_IMMUNE))
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return
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if(ishuman(L))
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var/mob/living/carbon/human/humie = L
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var/chance = (100 - humie.getarmor(null,BIO)) * 0.33
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if(isipc(humie) && prob(chance))
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humie.adjustFireLoss(15)
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to_chat(humie,span_danger("the sulphuric solution burns and singes into your plating!"))
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return
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if(prob((chance * 0.5) + 10))
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humie.acid_act(15,15)
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if(HAS_TRAIT(L,TRAIT_TOXIMMUNE) || HAS_TRAIT(L,TRAIT_TOXINLOVER))
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return
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humie.reagents.add_reagent(/datum/reagent/toxic_metabolities, 2)
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else if(prob(25))
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L.acid_act(5,7.5)
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////////////////////////////////////////////////////////////////////////////////////
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//----------------------------Plasma river lava-----------------------------------//
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////////////////////////////////////////////////////////////////////////////////////
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/datum/component/lava/plasma/apply_damage(thing, delta_time)
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. = 0
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if(isobj(thing))
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var/obj/O = thing
|
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if((O.resistance_flags & (FREEZE_PROOF)) || O.throwing)
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return
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else if (isliving(thing))
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. = 1
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var/mob/living/L = thing
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if(L.movement_type & FLYING)
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return //YOU'RE FLYING OVER IT
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if(WEATHER_SNOW in L.weather_immunities)
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return
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var/buckle_check = L.buckling
|
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if(!buckle_check)
|
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buckle_check = L.buckled
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if(isobj(buckle_check))
|
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var/obj/O = buckle_check
|
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if(O.resistance_flags & FREEZE_PROOF)
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return
|
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|
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else if(isliving(buckle_check))
|
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var/mob/living/live = buckle_check
|
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if(WEATHER_SNOW in live.weather_immunities)
|
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return
|
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L.adjustFireLoss(2)
|
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if(L)
|
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L.adjust_fire_stacks(20) //dipping into a stream of plasma would probably make you more flammable than usual
|
||||
L.adjust_bodytemperature(-rand(50,65)) //its cold, man
|
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if(ishuman(L))//are they a carbon?
|
||||
var/list/plasma_parts = list()//a list of the organic parts to be turned into plasma limbs
|
||||
var/list/robo_parts = list()//keep a reference of robotic parts so we know if we can turn them into a plasmaman
|
||||
var/mob/living/carbon/human/PP = L
|
||||
var/datum/species/S = PP.dna.species
|
||||
if(istype(S, /datum/species/plasmaman) || (S.inherent_biotypes & MOB_ROBOTIC)) //ignore plasmamen/robotic species
|
||||
return
|
||||
|
||||
for(var/BP in PP.bodyparts)
|
||||
var/obj/item/bodypart/NN = BP
|
||||
if(NN.status == BODYPART_ROBOTIC)
|
||||
robo_parts += NN
|
||||
if(NN.body_zone == BODY_ZONE_HEAD) //don't add the head to the list, just transform them into an plasmaman when it's the only thing left
|
||||
return
|
||||
if(NN.status == BODYPART_ORGANIC && !(NN.species_id == "plasmaman" || NN.species_id == "husk")) //getting every organic, non-plasmaman limb (augments/androids are immune to this)
|
||||
plasma_parts += NN
|
||||
|
||||
if(prob(35)) //checking if the delay is over & if the victim actually has any parts to nom
|
||||
PP.adjustToxLoss(15)
|
||||
PP.adjustFireLoss(25)
|
||||
if(length(plasma_parts))
|
||||
var/obj/item/bodypart/NB = pick(plasma_parts) //using the above-mentioned list to get a choice of limbs to replace
|
||||
playsound(PP, 'sound/effects/wounds/sizzle2.ogg', 80, TRUE)
|
||||
if(PP.stat != DEAD)
|
||||
PP.emote("scream")
|
||||
PP.visible_message(span_warning("[L] screams in pain as [L.p_their()] [NB] melts down to the bone!"), span_userdanger("You scream out in pain as your [NB] melts down to the bone, leaving an eerie plasma-like glow where flesh used to be!"))
|
||||
else
|
||||
PP.visible_message(span_warning("[L]'s [NB] melts down to the bone!"))
|
||||
var/obj/item/bodypart/replacement_part = new NB.type
|
||||
replacement_part.species_id = "plasmaman"
|
||||
replacement_part.original_owner = "plasma river"
|
||||
replacement_part.replace_limb(PP)
|
||||
qdel(NB)
|
||||
else if(!length(robo_parts)) //a person with no potential organic limbs left AND no robotic limbs, time to turn them into a plasmaman
|
||||
PP.ignite_mob()
|
||||
PP.cure_husk(BURN) //cure the probable husk first
|
||||
PP.set_species(/datum/species/plasmaman)
|
||||
PP.regenerate_icons()
|
||||
PP.visible_message(span_warning("[L] bursts into a brilliant purple flame as [L.p_their()] entire body is that of a skeleton!"), \
|
||||
span_userdanger("Your senses numb as all of your remaining flesh is turned into a purple slurry, sloshing off your body and leaving only your bones to show in a vibrant purple!"))
|
||||
108
yogstation/code/datums/components/lingering.dm
Normal file
108
yogstation/code/datums/components/lingering.dm
Normal file
@@ -0,0 +1,108 @@
|
||||
/datum/component/lingering
|
||||
dupe_mode = COMPONENT_DUPE_ALLOWED
|
||||
/// A callback on the parent to be called when it tries to apply an affect on an atom
|
||||
var/datum/callback/affect_callback
|
||||
/// A list of things that if even one is on the tile, will prevent the effect
|
||||
var/list/safeties_typecache
|
||||
|
||||
/**
|
||||
* Lingering component
|
||||
*
|
||||
* essentially caltrops, but it keeps triggering every SSobj tick
|
||||
*
|
||||
* vars:
|
||||
* * affect_callback (required) A callback that triggers a proc that returns true or false, false will stop the processing of the component
|
||||
* * safeties_typecache (optional) A list of typepaths that if they're on the same tile will prevent the effect
|
||||
*/
|
||||
/datum/component/lingering/Initialize(datum/callback/affect_callback, list/safeties_typecache)
|
||||
if(!istype(parent, /turf))
|
||||
return COMPONENT_INCOMPATIBLE
|
||||
if(!affect_callback)
|
||||
stack_trace("Lingering component has been applied to a turf without an affect callback proc")
|
||||
return COMPONENT_INCOMPATIBLE
|
||||
src.affect_callback = affect_callback
|
||||
src.safeties_typecache = safeties_typecache
|
||||
|
||||
/datum/component/lingering/RegisterWithParent()
|
||||
. = ..()
|
||||
RegisterSignal(parent, COMSIG_ATOM_HITBY, PROC_REF(hitby))
|
||||
RegisterSignal(parent, COMSIG_ATOM_ENTERED, PROC_REF(Entered))
|
||||
|
||||
/datum/component/lingering/UnregisterFromParent()
|
||||
UnregisterSignal(parent, COMSIG_ATOM_HITBY)
|
||||
UnregisterSignal(parent, COMSIG_ATOM_ENTERED)
|
||||
STOP_PROCESSING(SSobj, src)
|
||||
. = ..()
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////////
|
||||
//---------------------------------Triggers---------------------------------------//
|
||||
////////////////////////////////////////////////////////////////////////////////////
|
||||
/datum/component/lingering/proc/hitby(datum/source, atom/movable/AM, skipcatch, hitpush, blocked, datum/thrownthing/throwingdatum)
|
||||
if(affect_target(AM))
|
||||
START_PROCESSING(SSobj, src)
|
||||
|
||||
/datum/component/lingering/proc/Entered(datum/source, atom/movable/AM)
|
||||
if(affect_target(AM))
|
||||
START_PROCESSING(SSobj, src)
|
||||
|
||||
/datum/component/lingering/process(delta_time)
|
||||
if(!affect_stuff(delta_time))
|
||||
STOP_PROCESSING(SSobj, src)
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////////
|
||||
//---------------------------------safety check-----------------------------------//
|
||||
////////////////////////////////////////////////////////////////////////////////////
|
||||
/datum/component/lingering/proc/is_safe()
|
||||
if(!safeties_typecache)
|
||||
return FALSE
|
||||
|
||||
var/turf/open/place = get_turf(parent)
|
||||
|
||||
var/list/found_safeties = typecache_filter_list(place.contents, safeties_typecache)
|
||||
|
||||
for(var/obj/structure/stone_tile/S in found_safeties) //snowflake check because stone tiles work weirdly, not ideal
|
||||
if(S.fallen)
|
||||
LAZYREMOVE(found_safeties, S)
|
||||
|
||||
return LAZYLEN(found_safeties)
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////////
|
||||
//-----------------------------single tick upon enter-----------------------------//
|
||||
////////////////////////////////////////////////////////////////////////////////////
|
||||
/datum/component/lingering/proc/affect_target(AM)
|
||||
. = FALSE
|
||||
|
||||
if(!affect_callback)
|
||||
stack_trace("Lingering component has been applied to a turf without an affect callback proc") //covering my bases
|
||||
return
|
||||
|
||||
if(is_safe()) //we don't want to damage the target, but we want to start processing just in case
|
||||
return TRUE
|
||||
|
||||
if(AM) //if it's a specific object, apply to that one
|
||||
return affect_callback.Invoke(AM, 1)
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////////
|
||||
//--------------------------Tick everything inside on process---------------------//
|
||||
////////////////////////////////////////////////////////////////////////////////////
|
||||
/datum/component/lingering/proc/affect_stuff(delta_time = 1)
|
||||
. = FALSE
|
||||
|
||||
if(!affect_callback)
|
||||
stack_trace("Lingering component has been applied to a turf without an affect callback proc") //covering my bases
|
||||
return
|
||||
|
||||
var/turf/open/place = get_turf(parent) //otherwise, apply to every object on the turf
|
||||
|
||||
if(!place)
|
||||
return
|
||||
|
||||
var/safe = is_safe() //we call this here so it doesn't need to be called multiple times if it returns false
|
||||
|
||||
for(var/thing in place.contents)
|
||||
if(safe) //we don't want to damage anything, but if there's something here, make sure to keep processing just in case it stops being safe
|
||||
return TRUE
|
||||
if(thing == parent)
|
||||
continue
|
||||
if(affect_callback.Invoke(thing, delta_time))
|
||||
. = TRUE
|
||||
@@ -197,7 +197,49 @@ Temperature: 126.85 °C (400 K)
|
||||
|
||||
/turf/open/water/toxic_pit/Initialize(mapload)
|
||||
. = ..()
|
||||
AddComponent(/datum/component/lava/toxic)
|
||||
AddComponent(/datum/component/lingering, CALLBACK(src, PROC_REF(toxic_stuff)), GLOB.lavasafeties)
|
||||
|
||||
/turf/open/water/toxic_pit/proc/toxic_stuff(thing, delta_time)
|
||||
if (isliving(thing)) //objects are unaffected for now
|
||||
. = TRUE
|
||||
var/mob/living/L = thing
|
||||
if(L.movement_type & (FLYING|FLOATING))
|
||||
return //YOU'RE FLYING OVER IT
|
||||
if(HAS_TRAIT(L,TRAIT_SULPH_PIT_IMMUNE))
|
||||
return
|
||||
var/buckle_check = L.buckling
|
||||
if(!buckle_check)
|
||||
buckle_check = L.buckled
|
||||
if(isobj(buckle_check))
|
||||
var/obj/O = buckle_check
|
||||
if(O.resistance_flags & ACID_PROOF)
|
||||
return
|
||||
else if(isliving(buckle_check))
|
||||
var/mob/living/live = buckle_check
|
||||
if(live.movement_type & (FLYING|FLOATING))
|
||||
return
|
||||
if(HAS_TRAIT(live, TRAIT_SULPH_PIT_IMMUNE))
|
||||
return
|
||||
|
||||
if(ishuman(L))
|
||||
var/mob/living/carbon/human/humie = L
|
||||
var/chance = (100 - humie.getarmor(null,BIO)) * 0.33
|
||||
|
||||
if(isipc(humie) && prob(chance))
|
||||
humie.adjustFireLoss(15)
|
||||
to_chat(humie,span_danger("the sulphuric solution burns and singes into your plating!"))
|
||||
return
|
||||
|
||||
if(prob((chance * 0.5) + 10))
|
||||
humie.acid_act(15,15)
|
||||
|
||||
if(HAS_TRAIT(L,TRAIT_TOXIMMUNE) || HAS_TRAIT(L,TRAIT_TOXINLOVER))
|
||||
return
|
||||
|
||||
humie.reagents.add_reagent(/datum/reagent/toxic_metabolities, 2)
|
||||
|
||||
else if(prob(25))
|
||||
L.acid_act(5,7.5)
|
||||
|
||||
/turf/open/water/toxic_pit/rcd_vals(mob/user, obj/item/construction/rcd/the_rcd)
|
||||
switch(the_rcd.construction_mode)
|
||||
|
||||
Reference in New Issue
Block a user