Porting some cargo/vending updates.
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/**
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* omen.dm: For when you want someone to have a really bad day
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*
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* When you attach an omen component to someone, they start running the risk of all sorts of bad environmental injuries, like nearby vending machines randomly falling on you,
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* or hitting your head really hard when you slip and fall, or... well, for now those two are all I have. More will come.
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*
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* Omens are removed once the victim is either maimed by one of the possible injuries, or if they receive a blessing (read: bashing with a bible) from the chaplain.
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*/
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/datum/component/omen
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dupe_mode = COMPONENT_DUPE_UNIQUE
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/// Whatever's causing the omen, if there is one. Destroying the vessel won't stop the omen, but we destroy the vessel (if one exists) upon the omen ending
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var/obj/vessel
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/datum/component/omen/Initialize(silent=FALSE, vessel)
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if(!isliving(parent))
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return COMPONENT_INCOMPATIBLE
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var/mob/person = parent
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if(!silent)
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to_chat(person, "<span class='warning'>You get a bad feeling...</span>")
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src.vessel = vessel
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/datum/component/omen/Destroy(force, silent)
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if(vessel)
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vessel.visible_message("<span class='warning'>[vessel] burns up in a sinister flash, taking an evil energy with it...</span>")
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vessel = null
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return ..()
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/datum/component/omen/RegisterWithParent()
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RegisterSignal(parent, COMSIG_MOVABLE_MOVED, .proc/check_accident)
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RegisterSignal(parent, COMSIG_LIVING_STATUS_KNOCKDOWN, .proc/check_slip)
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RegisterSignal(parent, COMSIG_ADD_MOOD_EVENT, .proc/check_bless)
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/datum/component/omen/UnregisterFromParent()
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UnregisterSignal(parent, list(COMSIG_LIVING_STATUS_KNOCKDOWN, COMSIG_MOVABLE_MOVED, COMSIG_ADD_MOOD_EVENT))
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/**
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* check_accident() is called each step we take
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*
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* While we're walking around, roll to see if there's any environmental hazards (currently only vending machines) on one of the adjacent tiles we can trigger.
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* We do the prob() at the beginning to A. add some tension for /when/ it will strike, and B. (more importantly) ameliorate the fact that we're checking up to 5 turfs's contents each time
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*/
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/datum/component/omen/proc/check_accident(atom/movable/our_guy)
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if(!prob(15))
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return
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for(var/t in get_adjacent_open_turfs(our_guy))
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var/turf/the_turf = t
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for(var/obj/machinery/vending/darth_vendor in the_turf)
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if(darth_vendor.tiltable)
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darth_vendor.tilt(our_guy)
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qdel(src)
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return
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/// If we get knocked down, see if we have a really bad slip and bash our head hard
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/datum/component/omen/proc/check_slip(mob/living/our_guy, amount)
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if(amount <= 0 || prob(50)) // 50% chance to bonk our head
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return
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var/obj/item/bodypart/the_head = our_guy.get_bodypart(BODY_ZONE_HEAD)
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if(!the_head)
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return
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playsound(get_turf(our_guy), "sound/effects/tableheadsmash.ogg", 90, TRUE)
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our_guy.visible_message("<span class='danger'>[our_guy] hits [our_guy.p_their()] head really badly falling down!</span>", "<span class='userdanger'>You hit your head really badly falling down!</span>")
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the_head.receive_damage(75)
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our_guy.adjustOrganLoss(ORGAN_SLOT_BRAIN, 100)
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qdel(src)
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/// Hijack the mood system to see if we get the blessing mood event to cancel the omen
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/datum/component/omen/proc/check_bless(mob/living/our_guy, category)
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if(category != "blessing")
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return
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to_chat(our_guy, "<span class='nicegreen'>You feel a horrible omen lifted off your shoulders!</span>")
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qdel(src)
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