mirror of
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307 lines
12 KiB
Plaintext
307 lines
12 KiB
Plaintext
// Used by /turf/open/chasm and subtypes to implement the "dropping" mechanic
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/datum/component/chasm
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var/turf/target_turf
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var/obj/effect/abstract/chasm_storage/storage
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var/fall_message = "GAH! Ah... where are you?"
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var/oblivion_message = "You stumble and stare into the abyss before you. It stares back, and you fall into the enveloping dark."
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var/static/list/falling_atoms = list() // Atoms currently falling into chasms
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var/static/list/forbidden_types = typecacheof(list(
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/obj/singularity,
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/obj/docking_port,
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/obj/structure/lattice,
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/obj/structure/stone_tile,
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/obj/projectile,
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/obj/effect/projectile,
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/obj/effect/portal,
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/obj/effect/abstract,
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/obj/effect/hotspot,
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/obj/effect/landmark,
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/obj/effect/temp_visual,
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/obj/effect/light_emitter/tendril,
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/obj/effect/collapse,
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/obj/effect/particle_effect/ion_trails,
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/obj/effect/dummy/phased_mob,
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/obj/effect/dummy/crawling //yogs
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))
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/datum/component/chasm/Initialize(turf/target, mapload)
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if(!isturf(parent))
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return COMPONENT_INCOMPATIBLE
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RegisterSignal(parent, SIGNAL_ADDTRAIT(TRAIT_CHASM_STOPPED), PROC_REF(on_chasm_stopped))
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RegisterSignal(parent, SIGNAL_REMOVETRAIT(TRAIT_CHASM_STOPPED), PROC_REF(on_chasm_no_longer_stopped))
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target_turf = target
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RegisterSignal(parent, COMSIG_ATOM_ABSTRACT_ENTERED, PROC_REF(entered))
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RegisterSignal(parent, COMSIG_ATOM_ABSTRACT_EXITED, PROC_REF(exited))
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RegisterSignal(parent, COMSIG_ATOM_AFTER_SUCCESSFUL_INITIALIZED_ON, PROC_REF(initialized_on))
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RegisterSignal(parent, COMSIG_ATOM_INTERCEPT_TELEPORTING, PROC_REF(block_teleport))
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RegisterSignal(parent, COMSIG_ATOM_ATTACKBY, PROC_REF(fish))
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//allow catwalks to give the turf the CHASM_STOPPED trait before dropping stuff when the turf is changed.
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//otherwise don't do anything because turfs and areas are initialized before movables.
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if(!mapload)
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addtimer(CALLBACK(src, PROC_REF(drop_stuff)), 0)
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START_PROCESSING(SSobj, src) // process on create, in case stuff is still there
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/datum/component/chasm/proc/Entered(datum/source, atom/movable/AM)
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START_PROCESSING(SSobj, src)
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drop_stuff(AM)
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/datum/component/chasm/process()
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if (!drop_stuff())
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STOP_PROCESSING(SSobj, src)
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/datum/component/chasm/UnregisterFromParent()
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storage = null
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/datum/component/chasm/proc/entered(datum/source, atom/movable/arrived, atom/old_loc, list/atom/old_locs)
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SIGNAL_HANDLER
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drop_stuff()
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/datum/component/chasm/proc/exited(datum/source, atom/movable/exited)
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SIGNAL_HANDLER
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UnregisterSignal(exited, list(COMSIG_MOVETYPE_FLAG_DISABLED, COMSIG_LIVING_SET_BUCKLED, COMSIG_MOVABLE_THROW_LANDED))
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/datum/component/chasm/proc/initialized_on(datum/source, atom/movable/movable, mapload)
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SIGNAL_HANDLER
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drop_stuff(movable)
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/datum/component/chasm/proc/block_teleport()
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return COMPONENT_BLOCK_TELEPORT
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/datum/component/chasm/proc/on_chasm_stopped(datum/source)
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SIGNAL_HANDLER
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UnregisterSignal(source, list(COMSIG_ATOM_ENTERED, COMSIG_ATOM_EXITED, COMSIG_ATOM_AFTER_SUCCESSFUL_INITIALIZED_ON))
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for(var/atom/movable/movable as anything in source)
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UnregisterSignal(movable, list(COMSIG_MOVETYPE_FLAG_DISABLED, COMSIG_LIVING_SET_BUCKLED, COMSIG_MOVABLE_THROW_LANDED))
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/datum/component/chasm/proc/on_chasm_no_longer_stopped(datum/source)
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SIGNAL_HANDLER
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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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RegisterSignal(parent, COMSIG_ATOM_AFTER_SUCCESSFUL_INITIALIZED_ON, PROC_REF(initialized_on))
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drop_stuff()
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#define CHASM_NOT_DROPPING 0
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#define CHASM_DROPPING 1
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///Doesn't drop the movable, but registers a few signals to try again if the conditions change.
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#define CHASM_REGISTER_SIGNALS 2
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/datum/component/chasm/proc/drop_stuff(atom/movable/dropped_thing)
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if(HAS_TRAIT(parent, TRAIT_CHASM_STOPPED))
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return
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var/atom/atom_parent = parent
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var/to_check = dropped_thing ? list(dropped_thing) : atom_parent.contents
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for (var/atom/movable/thing as anything in to_check)
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var/dropping = droppable(thing)
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switch(dropping)
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if(CHASM_DROPPING)
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INVOKE_ASYNC(src, PROC_REF(drop), thing)
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if(CHASM_REGISTER_SIGNALS)
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RegisterSignals(thing, list(COMSIG_MOVETYPE_FLAG_DISABLED, COMSIG_LIVING_SET_BUCKLED, COMSIG_MOVABLE_THROW_LANDED), PROC_REF(drop_stuff), TRUE)
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/datum/component/chasm/proc/droppable(atom/movable/dropped_thing)
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var/datum/weakref/falling_ref = WEAKREF(dropped_thing)
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// avoid an infinite loop, but allow falling a large distance
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if(falling_atoms[falling_ref] && falling_atoms[falling_ref] > 30)
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return CHASM_NOT_DROPPING
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if(is_type_in_typecache(dropped_thing, forbidden_types) || (!isliving(dropped_thing) && !isobj(dropped_thing)))
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return CHASM_NOT_DROPPING
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if(dropped_thing.throwing || (dropped_thing.movement_type & MOVETYPES_NOT_TOUCHING_GROUND))
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return CHASM_REGISTER_SIGNALS
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//Flies right over the chasm
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if(ismob(dropped_thing))
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var/mob/M = dropped_thing
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if(M.buckled) //middle statement to prevent infinite loops just in case!
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var/mob/buckled_to = M.buckled
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if((!ismob(M.buckled) || (buckled_to.buckled != M)) && !droppable(M.buckled))
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return CHASM_REGISTER_SIGNALS
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if(ishuman(dropped_thing))
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var/mob/living/carbon/human/victim = dropped_thing
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for(var/obj/item/wormhole_jaunter/jaunter in victim.get_all_contents())
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var/turf/chasm = get_turf(victim)
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var/fall_into_chasm = jaunter.chasm_react(victim)
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if(!fall_into_chasm)
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chasm.visible_message(span_boldwarning("[victim] falls into the [chasm]!")) //To freak out any bystanders
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return fall_into_chasm ? CHASM_DROPPING : CHASM_NOT_DROPPING
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return CHASM_DROPPING
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#undef CHASM_NOT_DROPPING
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#undef CHASM_DROPPING
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#undef CHASM_REGISTER_SIGNALS
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/datum/component/chasm/proc/drop(atom/movable/dropped_thing)
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var/datum/weakref/falling_ref = WEAKREF(dropped_thing)
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//Make sure the item is still there after our sleep
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if(!dropped_thing || !falling_ref?.resolve())
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falling_atoms -= falling_ref
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return
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falling_atoms[falling_ref] = (falling_atoms[falling_ref] || 0) + 1
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var/turf/below_turf = target_turf
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var/atom/parent = src.parent
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if(falling_atoms[falling_ref] > 1)
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return // We're already handling this
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if(below_turf)
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if(HAS_TRAIT(dropped_thing, TRAIT_CHASM_DESTROYED))
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qdel(dropped_thing)
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return
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// send to the turf below
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var/turf/above_turf = get_turf(dropped_thing)
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dropped_thing.visible_message(span_boldwarning("[dropped_thing] falls into [parent]!"), span_userdanger("[fall_message]"))
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below_turf.visible_message(span_boldwarning("[dropped_thing] falls from above!"))
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dropped_thing.forceMove(below_turf)
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below_turf.zImpact(dropped_thing, abs(above_turf.z - below_turf.z), get_turf(dropped_thing), FALL_NO_MESSAGE)
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falling_atoms -= falling_ref
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return
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// send to oblivion
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dropped_thing.visible_message(span_boldwarning("[dropped_thing] falls into [parent]!"), span_userdanger("[oblivion_message]"))
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if (isliving(dropped_thing))
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var/mob/living/falling_mob = dropped_thing
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ADD_TRAIT(falling_mob, TRAIT_NO_TRANSFORM, REF(src))
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falling_mob.Paralyze(20 SECONDS)
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var/oldtransform = dropped_thing.transform
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var/oldcolor = dropped_thing.color
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var/oldalpha = dropped_thing.alpha
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var/oldoffset = dropped_thing.pixel_y
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animate(dropped_thing, transform = matrix() - matrix(), alpha = 0, color = rgb(0, 0, 0), time = 10)
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for(var/i in 1 to 5)
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//Make sure the item is still there after our sleep
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if(!dropped_thing || QDELETED(dropped_thing))
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return
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dropped_thing.pixel_y--
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sleep(0.2 SECONDS)
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//Make sure the item is still there after our sleep
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if(!dropped_thing || QDELETED(dropped_thing))
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return
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if(HAS_TRAIT(dropped_thing, TRAIT_CHASM_DESTROYED))
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qdel(dropped_thing)
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return
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if(!storage)
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storage = (locate() in parent) || new(parent)
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if(storage.contains(dropped_thing))
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return
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dropped_thing.alpha = oldalpha
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dropped_thing.color = oldcolor
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dropped_thing.transform = oldtransform
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dropped_thing.pixel_y = oldoffset
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if(!dropped_thing.forceMove(storage))
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parent.visible_message(span_boldwarning("[parent] spits out [dropped_thing]!"))
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dropped_thing.throw_at(get_edge_target_turf(parent, pick(GLOB.alldirs)), rand(1, 10), rand(1, 10))
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else if(isliving(dropped_thing))
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var/mob/living/fallen_mob = dropped_thing
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REMOVE_TRAIT(fallen_mob, TRAIT_NO_TRANSFORM, REF(src))
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if (fallen_mob.stat != DEAD)
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fallen_mob.investigate_log("has died from falling into a chasm.", INVESTIGATE_DEATHS)
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fallen_mob.death(TRUE)
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fallen_mob.adjustBruteLoss(300)
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falling_atoms -= falling_ref
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/**
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* Called when something has left the chasm depths storage.
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* Arguments
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*
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* * source - Chasm object holder.
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* * gone - Item which has just left the chasm contents.
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*/
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/datum/component/chasm/proc/left_chasm(atom/source, atom/movable/gone)
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SIGNAL_HANDLER
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UnregisterSignal(gone, COMSIG_LIVING_REVIVE)
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///Global list needed to let fishermen with a rescue hook fish fallen mobs from any place
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GLOBAL_LIST_EMPTY(chasm_fallen_mobs)
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/**
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* An abstract object which is basically just a bag that the chasm puts people inside
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*/
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/obj/effect/abstract/chasm_storage
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name = "chasm depths"
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desc = "The bottom of a hole. You shouldn't be able to interact with this."
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anchored = TRUE
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mouse_opacity = MOUSE_OPACITY_TRANSPARENT
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/obj/effect/abstract/chasm_storage/Initialize(mapload)
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. = ..()
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ADD_TRAIT(src, TRAIT_SECLUDED_LOCATION, INNATE_TRAIT)
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/obj/effect/abstract/chasm_storage/Entered(atom/movable/arrived)
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. = ..()
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if(isliving(arrived))
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RegisterSignal(arrived, COMSIG_LIVING_REVIVE, PROC_REF(on_revive))
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GLOB.chasm_fallen_mobs += arrived
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/obj/effect/abstract/chasm_storage/Exited(atom/movable/gone)
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. = ..()
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if(isliving(gone))
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UnregisterSignal(gone, COMSIG_LIVING_REVIVE)
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GLOB.chasm_fallen_mobs -= gone
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#define CHASM_TRAIT "chasm trait"
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/**
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* Called if something comes back to life inside the pit. Expected sources are badmins and changelings.
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* Ethereals should take enough damage to be smashed and not revive.
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* Arguments
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* escapee - Lucky guy who just came back to life at the bottom of a hole.
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*/
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/obj/effect/abstract/chasm_storage/proc/on_revive(mob/living/escapee)
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SIGNAL_HANDLER
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var/turf/turf = get_turf(src)
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if(turf.GetComponent(/datum/component/chasm))
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turf.visible_message(span_boldwarning("After a long climb, [escapee] leaps out of [turf]!"))
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else
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playsound(turf, 'sound/effects/bang.ogg', 50, TRUE)
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turf.visible_message(span_boldwarning("[escapee] busts through [turf], leaping out of the chasm below"))
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turf.ScrapeAway(2, flags = CHANGETURF_INHERIT_AIR)
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ADD_TRAIT(escapee, TRAIT_MOVE_FLYING, CHASM_TRAIT) //Otherwise they instantly fall back in
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escapee.forceMove(turf)
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escapee.throw_at(get_edge_target_turf(turf, pick(GLOB.alldirs)), rand(1, 10), rand(1, 10))
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REMOVE_TRAIT(escapee, TRAIT_MOVE_FLYING, CHASM_TRAIT)
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escapee.Paralyze(20 SECONDS, TRUE)
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UnregisterSignal(escapee, COMSIG_LIVING_REVIVE)
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#undef CHASM_TRAIT
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/datum/component/chasm/proc/fish(datum/source, obj/item/I, mob/user, params)
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if(!istype(I,/obj/item/fishingrod))
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return
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var/obj/item/fishingrod/rod = I
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if(!HAS_TRAIT(rod, TRAIT_WIELDED))
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to_chat(user, span_warning("You need to wield the rod in both hands before you can fish in the chasm!"))
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return
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if(do_after(user, 3 SECONDS, parent))
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if(!HAS_TRAIT(rod, TRAIT_WIELDED))
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return
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var/list/fishing_contents = list()
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for(var/turf/T in range(3, src.parent))
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if(ischasm(T))
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fishing_contents += T.get_all_contents()
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if(!length(fishing_contents))
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to_chat(user, span_warning("There's nothing here!"))
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return
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var/found = FALSE
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for(var/mob/M in fishing_contents) //since only mobs can fall in here this really isnt needed but on the off chance something naughty happens..
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M.forceMove(get_turf(user))
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UnregisterSignal(M, COMSIG_LIVING_REVIVE)
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found = TRUE
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break //only one mob rather than all
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if(found)
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to_chat(user, span_warning("You reel in something!"))
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else
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to_chat(user, span_warning("There's nothing here!"))
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return
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