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* why no work angy * weird errors shit sucks * fixved it I can spell good * fix? POSSIBLY * nope wasnt this * no more immutable thhanks koffee * ok ok * removes all the pref stuff ""removes"" * remove this idiot * this goes bye bye * these go too genius * bye bye * better night vision * tries to fix camera maybe * ok fuck it we ball we ball * ok lets go back go back go back go back * WORK DAMNIT * ha fuc kyou * this maybe * this doesnt work :( * maybe fix maybe * fucks everything why do i do this * test update test * Revert "tries to fix camera" This reverts commit2d14fbae66. * reverts everything I just did peko pain * bye bitch * oh yeah add this I guess * Fucks up the camera net + chunk why * test maybe revert * Revert "test maybe revert" This reverts commit98c5ef1b93. * Revert "Fucks up the camera net + chunk" This reverts commit0e421ebf5f. * this isnt going well uh oh * Attempts to rework out security camera and probably more * Revert "this isnt going well" This reverts commit1d8ceac867. * Revert "Revert "this isnt going well"" This reverts commite26fb61415. * ok ok * Revert "ok" This reverts commit7e7a7f8372. * Revert "Merge remote-tracking branch 'upstream/master' into NahI'dPortit" This reverts commit01094731c1, reversing changes made toc0cf69ebf1. * this doesn't need to be redefined I guess * no we need this totally * a familiar pain * 515 is L * yeah yeah * ok god fine * bye bye basemap :( doesnt work on runtime station * Fixes AI statis not working god im good * remove this oh god * Revert "Revert "Merge remote-tracking branch 'upstream/master' into NahI'dPortit"" This reverts commitb3fb3ba0db. * proves to god I exist and im pissed * yog exclusive feature (tm) plane master * bring this back from previous push * updates vendor emissives as well as firealarms * Updates barsign and fucks everything up * Fixes barsigns breaks all lights and updates barsigns to be machines and not structures We will address this in a later patch * not sure who changed that oh well * yeah this got moved * this needs updating yeah * turns off the carbon monoxide alarm duh * FIXES IT YES thank you biome * turns this off too yeah * Can't compile yet but ports a ton of shit * L * the game opens ig * extra shit * fixes * signals and smooth queue * look ma im going horribly out of scope * fixes chasms * this fixed nothing * ??? * more barsigns for later * forgive me cowboy. also fuck diagonals * oops we need this apparently * fuck it we ball * Update _lists.dm * Update icon_smoothing.dm * it now works kinda * Update atom_initializing_EXPENSIVE.dm * lighting don't work * we have light * sort turfs better * big fucking reorganize * like everything except templates * boy i sure hope nothing bad happens to these bar templates * we're back * no runtimes baby * no errors * shuttles are almost fixed i think * Revert "shuttles are almost fixed i think" This reverts commit046058827c. * Revert "Merge remote-tracking branch 'upstream/master' into icon_smoothing" This reverts commit863e1b776d, reversing changes made to884623e600. * Revert "no errors" This reverts commit884623e600. * too far back i think * midround smoothing runtimes fixed i think * comment cleanup * should fix the component runtimes * Revert "Revert "Merge remote-tracking branch 'upstream/master' into icon_smoothing"" This reverts commita8ff8d63aa. * NO RUNTIMES AND ICEMETA WORKS LET'S GOOOOOO * please stay fixed icemeta * organizing render dms * woops this too in the reorganizing * cryo fixed * nah, i'd win * parallax isn't my problem * pls don't break icemeta * runtime station gets a cam console * well it compiles * maybe fix the map * woops * man i hate maps * was that it? * PLEASE * missing focus tests * maybe that was it * maybe * let's take the batteries out of the carbon monoxide detector * fuck osha * i hate vending machines * that's not a computer * slot machine fix * PLEASE * that wasn't supposed to be there * fuck it i can't fix everything at once * BLUESPACE LOCKER? * literally why * hhh * does this fix chasms? * that should fix bad index * please? * turf_flags for reservations * haha oops * yolo (kill me) * fix wood walls and other walls * fix stairs * that might have fixed shittles * baseturfs are good now i think * should fix plasma windows * decals fixed * please fix changelog * shuttle lighting still fucky * lighting is stinky slow and doesn't finish updating by the time the server starts guh * lighting seemingly works * slipping works * shuttle sounds, slips, and windoors fixed * why am i here * fuck the changelog * of course someone touched smoothing as i'm almost done * we good? * updating ai_eye and rename * z updates and more ai cam updates * ice fixed * weather and ice fix * clockies can see and other clean up catches * windows fixed * cowbot forgive me i'm trying to update flashlights to tg because there's no light on lower multi-z z's like ice meta bottom floor * movable lighting works on multi-z * gps fix * item stacking from drag works * falsewall fix * job panel fixed * AI HANDLED * woops that comment should be gone * i hate ai i hate ai * brass glass visible again * vents on top of tiles now * sigdrobe sprite back * centcomm portals work * portals and see openspace mapping icons fixed * icemeta my behated * kill * is that it * lighting cutoff is old hat * angery overlay * not super necessary * also extra but whatever * ticker but thicker * job fix i hope * this isn't needed anymore * latejoin fix? * laserpointer, pipecrawl, and some consoles fixed * i hate fixing bugs as they're made * we're not ready for that * redef cleanup * gps arrows, gun flashlights, shuttle console placement, multi-z pulling fixed * goofy ah gun code * this was a good idea and necessary * should fix caltrop component * does this please the linter * linter please accept this async function * THERE * take the batteries out * make it stop * cowbot stopped me from letting ghosts dab * recycler loc fix * fix border firedoors not blocking movement * should fix screen fade out and fade in on round start and end * darker command tile trim and fixed bronze wall sprites * fuck you linter * railings actually stop you from leaving * probably fixes gibtonite overlay when struck * armaments dispenser and clockwork catwalk * turbine fix probably * pointing at inhand items should be fixed * fix overwatch app * should hopefully fix cable rotation on shuttle move * flashlights have better directionality logic * hopefully fixes shuttle atmos on move * grilles fixed * hopefully this fixes shuttle buttons, airolocks, and other machinery not working after moving * ice meta mining area finally not freezing * fix lightbulb icons not updating * lava mask and lighting dots * we actually have this * fuck glowshrooms GC * fix light fixture interactions and icon updates * hopefully catches all the updates * lava lighting good to go * seclite was missing inhands * smoothing in replays * light updates accurate in replays * biome's multi-z requests --------- Co-authored-by: cowbot92 <75333826+cowbot92@users.noreply.github.com> Co-authored-by: Molti <gamingjoelouis@gmail.com> Co-authored-by: Ringalong <53777086+JohnFulpWillard@users.noreply.github.com>
160 lines
6.4 KiB
Plaintext
160 lines
6.4 KiB
Plaintext
///the point where you can notice the item is hungry on examine.
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#define HUNGER_THRESHOLD_WARNING 25
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///the point where the item has a chance to eat something on every tick. possibly you!
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#define HUNGER_THRESHOLD_TRY_EATING 50
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/**
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* curse of hunger component; for very hungry items.
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*
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* Used as a rpgloot suffix and wizard spell!
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*/
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/datum/component/curse_of_hunger
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///whether to add dropdel to the item with curse of hunger, used for temporary curses like the wizard duffelbags
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var/add_dropdel
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///items given the curse of hunger will not seek out someone else to latch onto until they are dropped for the first time.
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var/awakened = FALSE
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///counts time passed since it ate food
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var/hunger = 0
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///The bag's max "health". IE, how many times you need to poison it.
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var/max_health = 2
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///The bag's current "health". IE, how many more times you need to poison it to stop it.
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var/current_health = 2
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/datum/component/curse_of_hunger/Initialize(add_dropdel = FALSE, max_health = 2)
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. = ..()
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if(!isitem(parent))
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return COMPONENT_INCOMPATIBLE
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src.add_dropdel = add_dropdel
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src.max_health = max_health
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src.current_health = max_health
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/datum/component/curse_of_hunger/RegisterWithParent()
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. = ..()
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var/obj/item/cursed_item = parent
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RegisterSignal(cursed_item, COMSIG_ATOM_EXAMINE, PROC_REF(on_examine))
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RegisterSignal(cursed_item, COMSIG_ITEM_EQUIPPED, PROC_REF(on_equip))
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/datum/component/curse_of_hunger/UnregisterFromParent()
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. = ..()
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UnregisterSignal(parent, list(
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COMSIG_ATOM_EXAMINE,
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COMSIG_ITEM_EQUIPPED,
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COMSIG_ITEM_DROPPED,
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))
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///signal called on parent being examined
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/datum/component/curse_of_hunger/proc/on_examine(datum/source, mob/user, list/examine_list)
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SIGNAL_HANDLER
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if(!awakened)
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return //we should not reveal we are cursed until equipped
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if(current_health < max_health)
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examine_list += span_notice("[parent] looks sick from something it ate.")
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if(hunger > HUNGER_THRESHOLD_WARNING)
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examine_list += span_danger("[parent] hungers for something to eat...")
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///signal called from equipping parent
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/datum/component/curse_of_hunger/proc/on_equip(datum/source, mob/equipper, slot)
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SIGNAL_HANDLER
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var/obj/item/at_least_item = parent
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// Items with no slot flags curse on pickup (because hand slot)
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if(at_least_item.slot_flags && !(at_least_item.slot_flags & slot))
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return
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the_curse_begins(equipper)
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///signal called from dropping parent
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/datum/component/curse_of_hunger/proc/on_drop(datum/source, mob/dropper)
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SIGNAL_HANDLER
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INVOKE_ASYNC(src, PROC_REF(the_curse_ends), dropper)
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/datum/component/curse_of_hunger/proc/the_curse_begins(mob/cursed)
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var/obj/item/cursed_item = parent
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awakened = TRUE
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START_PROCESSING(SSobj, src)
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ADD_TRAIT(cursed_item, TRAIT_NODROP, CURSED_ITEM_TRAIT(cursed_item.type))
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ADD_TRAIT(cursed, TRAIT_CLUMSY, CURSED_ITEM_TRAIT(cursed_item.type))
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ADD_TRAIT(cursed, TRAIT_PACIFISM, CURSED_ITEM_TRAIT(cursed_item.type))
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if(add_dropdel)
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cursed_item.item_flags |= DROPDEL
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RegisterSignal(cursed_item, COMSIG_ITEM_DROPPED, PROC_REF(on_drop))
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/datum/component/curse_of_hunger/proc/the_curse_ends(mob/uncursed)
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var/obj/item/cursed_item = parent
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STOP_PROCESSING(SSobj, src)
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REMOVE_TRAIT(cursed_item, TRAIT_NODROP, CURSED_ITEM_TRAIT(cursed_item.type))
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REMOVE_TRAIT(uncursed, TRAIT_CLUMSY, CURSED_ITEM_TRAIT(cursed_item.type))
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REMOVE_TRAIT(uncursed, TRAIT_PACIFISM, CURSED_ITEM_TRAIT(cursed_item.type))
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//remove either one of the signals that could have called this proc
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UnregisterSignal(cursed_item, COMSIG_ITEM_DROPPED)
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var/turf/vomit_turf = get_turf(cursed_item)
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playsound(vomit_turf, 'sound/effects/splat.ogg', 50, TRUE)
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new /obj/effect/decal/cleanable/vomit(vomit_turf)
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uncursed.dropItemToGround(cursed_item, force = TRUE)
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if(!QDELING(cursed_item)) //gives a head start for the person to get away from the cursed item before it begins hunting again!
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addtimer(CALLBACK(src, PROC_REF(seek_new_target)), 10 SECONDS)
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///proc called after a timer to awaken the AI in the cursed item if it doesn't have a target already.
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/datum/component/curse_of_hunger/proc/seek_new_target()
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var/obj/item/cursed_item = parent
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if(iscarbon(cursed_item.loc))
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return
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else if(!isturf(cursed_item.loc))
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cursed_item.forceMove(get_turf(cursed_item))
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//only taking the most reasonable slot is fine since it unequips what is there to equip itself.
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// cursed_item.AddElement(/datum/element/cursed, cursed_item.slot_equipment_priority[1])
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cursed_item.visible_message(span_warning("[cursed_item] begins to move on [cursed_item.p_their()] own..."))
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/datum/component/curse_of_hunger/process(delta_time)
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var/obj/item/cursed_item = parent
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var/mob/living/carbon/cursed = cursed_item.loc
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///check hp
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if(current_health <= 0)
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the_curse_ends(cursed)
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return
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hunger += delta_time
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if((hunger <= HUNGER_THRESHOLD_TRY_EATING) || prob(80))
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return
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playsound(cursed_item, 'sound/items/eatfood.ogg', 20, TRUE)
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hunger = 0
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//check hungry enough to eat something!
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for(var/obj/item/food in cursed_item.contents + cursed.contents)
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if(!istype(food, /obj/item/reagent_containers/food))
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continue
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food.forceMove(cursed.loc)
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///poisoned food damages it
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if(locate(/datum/reagent/toxin) in food.reagents.reagent_list)
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var/sick_word = pick("queasy", "sick", "iffy", "unwell")
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cursed.visible_message(
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span_notice("[cursed_item] eats something from [cursed], and looks [sick_word] afterwards!"),
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span_notice("[cursed_item] eats your [food.name] to sate [cursed_item.p_their()] hunger, and looks [sick_word] afterwards!"),
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)
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current_health--
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else
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cursed.visible_message(
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span_warning("[cursed_item] eats something from [cursed] to sate [cursed_item.p_their()] hunger."),
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span_warning("[cursed_item] eats your [food.name] to sate [cursed_item.p_their()] hunger."),
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)
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cursed.temporarilyRemoveItemFromInventory(food, force = TRUE)
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qdel(food)
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return
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///no food found, but you're dead: it bites you slightly, and doesn't regain health.
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if(cursed.stat == DEAD)
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cursed.visible_message(span_danger("[cursed_item] nibbles on [cursed]."), span_userdanger("[cursed_item] nibbles on you!"))
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cursed.apply_damage(10, BRUTE, BODY_ZONE_CHEST)
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return
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///no food found: it bites you and regains some health.
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cursed.visible_message(span_danger("[cursed_item] bites [cursed]!"), span_userdanger("[cursed_item] bites you to sate [cursed_item.p_their()] hunger!"))
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cursed.apply_damage(60, BRUTE, BODY_ZONE_CHEST, wound_bonus = -20, bare_wound_bonus = 20)
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current_health = min(current_health + 1, max_health)
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#undef HUNGER_THRESHOLD_WARNING
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#undef HUNGER_THRESHOLD_TRY_EATING
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