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Aiming to implement the framework oranges has detailed in https://tgstation13.org/phpBB/viewtopic.php?f=10&t=19102 Moves canmove to a bitflag in a new variable called mobility_flags, that will allow finer grain control of what someone can do codewise, for example, letting them move but not stand up, or stand up but not move. Adds Immobilize()d status effect that freezes movement but does not prevent anything else. Adds Paralyze()d which is oldstun "You can't do anything at all and knock down). Stun() will now prevent any item/UI usage and movement (which is similar to before). Knockdown() will now only knockdown without preventing item usage/movement. People knocked down will be able to crawl at softcrit-speeds Refactors some /mob variables and procs to /mob/living. update_canmove() refactored to update_mobility() and will handle mobility_flags instead of the removed canmove cl rscadd: Crawling is now possible if you are down but not stunned. Obviously, you will be slower. /cl Refactors are done. I'd rather get this merged faster than try to fine tune stuff like slips. The most obvious gameplay effect this pr has will be crawling, and I believe I made tiny tweaks but I can't find it Anything I missed or weird behavior should be reported.
175 lines
6.8 KiB
Plaintext
175 lines
6.8 KiB
Plaintext
//CREATOR'S NOTE: DO NOT FUCKING GIVE THIS TO BOTANY!
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/obj/item/hot_potato
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name = "hot potato"
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desc = "A label on the side of this potato reads \"Product of DonkCo Service Wing. Activate far away from populated areas. Device will only attach to sapient creatures.\" <span class='boldnotice'>You can attack anyone with it to force it on them instead of yourself!</span>"
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icon = 'icons/obj/hydroponics/harvest.dmi'
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icon_state = "potato"
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item_flags = NOBLUDGEON
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force = 0
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var/icon_off = "potato"
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var/icon_on = "potato_active"
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var/detonation_timerid
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var/activation_time = 0
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var/timer = 600 //deciseconds
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var/show_timer = FALSE
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var/reusable = FALSE //absolute madman
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var/sticky = TRUE
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var/forceful_attachment = TRUE
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var/stimulant = TRUE
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var/detonate_explosion = TRUE
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var/detonate_dev_range = 0
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var/detonate_heavy_range = 0
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var/detonate_light_range = 2
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var/detonate_flash_range = 5
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var/detonate_fire_range = 5
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var/active = FALSE
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var/color_val = FALSE
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var/datum/weakref/current
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/obj/item/hot_potato/Destroy()
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if(active)
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deactivate()
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return ..()
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/obj/item/hot_potato/proc/colorize(mob/target)
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//Clear color from old target
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if(current)
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var/mob/M = current.resolve()
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if(istype(M))
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M.remove_atom_colour(FIXED_COLOUR_PRIORITY)
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//Give to new target
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current = null
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//Swap colors
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color_val = !color_val
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if(istype(target))
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current = WEAKREF(target)
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target.add_atom_colour(color_val? "#ffff00" : "#00ffff", FIXED_COLOUR_PRIORITY)
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/obj/item/hot_potato/proc/detonate()
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var/atom/location = loc
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location.visible_message("<span class='userdanger'>[src] [detonate_explosion? "explodes" : "activates"]!</span>", "<span class='userdanger'>[src] activates! You've ran out of time!</span>")
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if(detonate_explosion)
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explosion(src, detonate_dev_range, detonate_heavy_range, detonate_light_range, detonate_flash_range, flame_range = detonate_fire_range)
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deactivate()
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if(!reusable)
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var/mob/M = loc
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if(istype(M))
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M.dropItemToGround(src, TRUE)
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qdel(src)
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/obj/item/hot_potato/attack_self(mob/user)
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if(activate(timer, user))
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user.visible_message("<span class='boldwarning'>[user] squeezes [src], which promptly starts to flash red-hot colors!</span>", "<span class='boldwarning'>You squeeze [src], activating its countdown and attachment mechanism!</span>",
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"<span class='boldwarning'>You hear a mechanical click and a loud beeping!</span>")
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return
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return ..()
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/obj/item/hot_potato/process()
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if(stimulant)
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if(isliving(loc))
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var/mob/living/L = loc
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L.SetStun(0)
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L.SetKnockdown(0)
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L.SetSleeping(0)
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L.SetImmobilized(0)
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L.SetParalyzed(0)
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L.SetUnconscious(0)
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L.reagents.add_reagent("muscle_stimulant", CLAMP(5 - L.reagents.get_reagent_amount("muscle_stimulant"), 0, 5)) //If you don't have legs or get bola'd, tough luck!
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colorize(L)
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/obj/item/hot_potato/examine(mob/user)
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. = ..()
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if(active)
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to_chat(user, "<span class='warning'>[src] is flashing red-hot! You should probably get rid of it!</span>")
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if(show_timer)
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to_chat(user, "<span class='warning'>[src]'s timer looks to be at [DisplayTimeText(activation_time - world.time)]!</span>")
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/obj/item/hot_potato/equipped(mob/user)
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. = ..()
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if(active)
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to_chat(user, "<span class='userdanger'>You have a really bad feeling about [src]!</span>")
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/obj/item/hot_potato/afterattack(atom/target, mob/user, adjacent, params)
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. = ..()
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if(!adjacent || !ismob(target))
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return
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force_onto(target, user)
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/obj/item/hot_potato/proc/force_onto(mob/living/victim, mob/user)
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if(!istype(victim) || user != loc || victim == user)
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return FALSE
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if(!victim.client)
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to_chat(user, "<span class='boldwarning'>[src] refuses to attach to a non-sapient creature!</span>")
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if(victim.stat != CONSCIOUS || !victim.get_num_legs())
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to_chat(user, "<span class='boldwarning'>[src] refuses to attach to someone incapable of using it!</span>")
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user.temporarilyRemoveItemFromInventory(src, TRUE)
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. = FALSE
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if(!victim.put_in_hands(src))
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if(forceful_attachment)
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victim.dropItemToGround(victim.get_inactive_held_item())
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if(!victim.put_in_hands(src))
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victim.dropItemToGround(victim.get_active_held_item())
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if(victim.put_in_hands(src))
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. = TRUE
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else
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. = TRUE
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else
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. = TRUE
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if(.)
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log_combat(user, victim, "forced a hot potato with explosive variables ([detonate_explosion]-[detonate_dev_range]/[detonate_heavy_range]/[detonate_light_range]/[detonate_flash_range]/[detonate_fire_range]) onto")
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user.visible_message("<span class='userdanger'>[user] forces [src] onto [victim]!</span>", "<span class='userdanger'>You force [src] onto [victim]!</span>", "<span class='boldwarning'>You hear a mechanical click and a beep.</span>")
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colorize(null)
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else
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log_combat(user, victim, "tried to force a hot potato with explosive variables ([detonate_explosion]-[detonate_dev_range]/[detonate_heavy_range]/[detonate_light_range]/[detonate_flash_range]/[detonate_fire_range]) onto")
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user.visible_message("<span class='boldwarning'>[user] tried to force [src] onto [victim], but it could not attach!</span>", "<span class='boldwarning'>You try to force [src] onto [victim], but it is unable to attach!</span>", "<span class='boldwarning'>You hear a mechanical click and two buzzes.</span>")
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user.put_in_hands(src)
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/obj/item/hot_potato/dropped(mob/user)
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. = ..()
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colorize(null)
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/obj/item/hot_potato/proc/activate(delay, mob/user)
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if(active)
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return
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update_icon()
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if(sticky)
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item_flags |= NODROP
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name = "primed [name]"
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activation_time = timer + world.time
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detonation_timerid = addtimer(CALLBACK(src, .proc/detonate), delay, TIMER_STOPPABLE)
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START_PROCESSING(SSfastprocess, src)
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if(user)
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log_bomber(user, "has primed a", src, "for detonation (Timer:[delay],Explosive:[detonate_explosion],Range:[detonate_dev_range]/[detonate_heavy_range]/[detonate_light_range]/[detonate_fire_range])")
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else
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log_bomber(null, null, src, "was primed for detonation (Timer:[delay],Explosive:[detonate_explosion],Range:[detonate_dev_range]/[detonate_heavy_range]/[detonate_light_range]/[detonate_fire_range])")
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active = TRUE
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/obj/item/hot_potato/proc/deactivate()
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update_icon()
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name = initial(name)
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item_flags &= ~NODROP
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deltimer(detonation_timerid)
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STOP_PROCESSING(SSfastprocess, src)
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detonation_timerid = null
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colorize(null)
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active = FALSE
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/obj/item/hot_potato/update_icon()
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icon_state = active? icon_on : icon_off
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/obj/item/hot_potato/syndicate
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detonate_light_range = 4
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detonate_fire_range = 5
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/obj/item/hot_potato/harmless
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detonate_explosion = FALSE
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/obj/item/hot_potato/harmless/toy
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desc = "A label on the side of this potato reads \"Product of DonkCo Toys and Recreation department.\" <span class='boldnotice'>You can attack anyone with it to put it on them instead, if they have a free hand to take it!</span>"
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sticky = FALSE
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reusable = TRUE
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forceful_attachment = FALSE
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