ports all the tg junk for icemoon, not yet changed to make it all compile

This commit is contained in:
Detective Google
2020-04-24 00:02:03 -05:00
parent f714403d6e
commit 71be8ed2fc
85 changed files with 267915 additions and 105 deletions

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@@ -1,13 +1,18 @@
/datum/component/knockback
/// distance the atom will be thrown
var/throw_distance
/// whether this can throw anchored targets (tables, etc)
var/throw_anchored
/// whether this is a gentle throw (default false means people thrown into walls are stunned / take damage)
var/throw_gentle
/datum/component/knockback/Initialize(throw_distance=1)
/datum/component/knockback/Initialize(throw_distance=1, throw_gentle=FALSE)
if(!isitem(parent) && !ishostile(parent) && !isgun(parent) && !ismachinery(parent) && !isstructure(parent))
return COMPONENT_INCOMPATIBLE
src.throw_distance = throw_distance
src.throw_anchored = throw_anchored
src.throw_gentle = throw_gentle
/datum/component/knockback/RegisterWithParent()
. = ..()
@@ -22,17 +27,29 @@
. = ..()
UnregisterSignal(parent, list(COMSIG_ITEM_AFTERATTACK, COMSIG_HOSTILE_ATTACKINGTARGET, COMSIG_PROJECTILE_ON_HIT))
/// triggered after an item attacks something
/datum/component/knockback/proc/item_afterattack(obj/item/source, atom/target, mob/user, proximity_flag, click_parameters)
if(!proximity_flag)
return
do_knockback(target, user, get_dir(source, target))
/// triggered after a hostile simplemob attacks something
/datum/component/knockback/proc/hostile_attackingtarget(mob/living/simple_animal/hostile/attacker, atom/target)
do_knockback(target, attacker, get_dir(attacker, target))
/// triggered after a projectile hits something
/datum/component/knockback/proc/projectile_hit(atom/fired_from, atom/movable/firer, atom/target, Angle)
do_knockback(target, null, angle2dir(Angle))
/**
* Throw a target in a direction
*
* Arguments:
* * target - Target atom to throw
* * thrower - Thing that caused this atom to be thrown
* * throw_dir - Direction to throw the atom
*/
/datum/component/knockback/proc/do_knockback(atom/target, mob/thrower, throw_dir)
if(!ismovableatom(target) || throw_dir == null)
return
@@ -43,4 +60,4 @@
throw_dir = turn(throw_dir, 180)
throw_distance *= -1
var/atom/throw_target = get_edge_target_turf(throwee, throw_dir)
throwee.safe_throw_at(throw_target, throw_distance, 1, thrower)
throwee.safe_throw_at(throw_target, throw_distance, 1, thrower, gentle = throw_gentle)

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@@ -0,0 +1,106 @@
// Hey! Listen! Update \config\iceruinblacklist.txt with your new ruins!
/datum/map_template/ruin/icemoon
prefix = "_maps/RandomRuins/IceRuins/"
allow_duplicates = FALSE
cost = 5
// above ground only
/datum/map_template/ruin/icemoon/lust
name = "Ruin of Lust"
id = "lust"
description = "Not exactly what you expected."
suffix = "icemoon_surface_lust.dmm"
/datum/map_template/ruin/icemoon/asteroid
name = "Asteroid Site"
id = "asteroidsite"
description = "Surprised to see us here?"
suffix = "icemoon_surface_asteroid.dmm"
/datum/map_template/ruin/icemoon/hotsprings
name = "Hot Springs"
id = "hotsprings"
description = "Just relax and take a dip, nothing will go wrong, I swear!"
suffix = "icemoon_surface_hotsprings.dmm"
/datum/map_template/ruin/icemoon/fountain
name = "Fountain Hall"
id = "fountain"
description = "The fountain has a warning on the side. DANGER: May have undeclared side effects that only become obvious when implemented."
prefix = "_maps/RandomRuins/AnywhereRuins/"
suffix = "fountain_hall.dmm"
// above and below ground together
/datum/map_template/ruin/icemoon/mining_site
name = "Mining Site"
id = "miningsite"
description = "Ruins of a site where people once mined with primitive tools for ore."
suffix = "icemoon_surface_mining_site.dmm"
always_place = TRUE
always_spawn_with = list(/datum/map_template/ruin/icemoon/underground/mining_site_below = PLACE_BELOW)
/datum/map_template/ruin/icemoon/underground/mining_site_below
name = "Mining Site Underground"
id = "miningsite-underground"
description = "Who knew ladders could be so useful?"
suffix = "icemoon_underground_mining_site.dmm"
unpickable = TRUE
// below ground only
/datum/map_template/ruin/icemoon/underground
name = "underground ruin"
/datum/map_template/ruin/icemoon/underground/abandonedvillage
name = "Abandoned Village"
id = "abandonedvillage"
description = "Who knows what lies within?"
suffix = "icemoon_underground_abandoned_village.dmm"
/datum/map_template/ruin/icemoon/underground/library
name = "Buried Library"
id = "buriedlibrary"
description = "A once grand library, now lost to the confines of the Ice Moon."
suffix = "icemoon_underground_library.dmm"
/datum/map_template/ruin/icemoon/underground/wrath
name = "Ruin of Wrath"
id = "wrath"
description = "You'll fight and fight and just keep fighting."
suffix = "icemoon_underground_wrath.dmm"
/datum/map_template/ruin/icemoon/underground/lavaland
name = "Lavaland Site"
id = "lavalandsite"
description = "I guess we never really left you huh?"
suffix = "icemoon_underground_lavaland.dmm"
/datum/map_template/ruin/icemoon/underground/puzzle
name = "Ancient Puzzle"
id = "puzzle"
description = "Mystery to be solved."
suffix = "icemoon_underground_puzzle.dmm"
/datum/map_template/ruin/icemoon/underground/bathhouse
name = "Bath House"
id = "bathhouse"
description = "A taste of paradise, locked in the hell of the Ice Moon."
suffix = "icemoon_underground_bathhouse.dmm"
/datum/map_template/ruin/icemoon/underground/wendigo_cave
name = "Wendigo Cave"
id = "wendigocave"
description = "Into the jaws of the beast."
suffix = "icemoon_underground_wendigo_cave.dmm"
/datum/map_template/ruin/icemoon/underground/free_golem
name = "Free Golem Ship"
id = "golem-ship"
description = "Lumbering humanoids, made out of precious metals, move inside this ship. They frequently leave to mine more minerals, which they somehow turn into more of them. \
Seem very intent on research and individual liberty, and also geology-based naming?"
prefix = "_maps/RandomRuins/AnywhereRuins/"
suffix = "golem_ship.dmm"
allow_duplicates = FALSE

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@@ -67,7 +67,8 @@
description = "Lumbering humanoids, made out of precious metals, move inside this ship. They frequently leave to mine more minerals, which they somehow turn into more of them. \
Seem very intent on research and individual liberty, and also geology based naming?"
cost = 20
suffix = "lavaland_surface_golem_ship.dmm"
prefix = "_maps/RandomRuins/AnywhereRuins/"
suffix = "golem_ship.dmm"
allow_duplicates = FALSE
/datum/map_template/ruin/lavaland/animal_hospital
@@ -175,7 +176,8 @@
name = "Fountain Hall"
id = "fountain"
description = "The fountain has a warning on the side. DANGER: May have undeclared side effects that only become obvious when implemented."
suffix = "lavaland_surface_fountain_hall.dmm"
prefix = "_maps/RandomRuins/AnywhereRuins/"
suffix = "fountain_hall.dmm"
cost = 5
allow_duplicates = FALSE

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@@ -467,6 +467,12 @@
else
new /obj/effect/temp_visual/bleed(get_turf(owner))
/datum/status_effect/stacking/saw_bleed/bloodletting
id = "bloodletting"
stack_threshold = 7
max_stacks = 7
bleed_damage = 20
/datum/status_effect/neck_slice
id = "neck_slice"
status_type = STATUS_EFFECT_UNIQUE

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@@ -1,49 +1,96 @@
//The effects of weather occur across an entire z-level. For instance, lavaland has periodic ash storms that scorch most unprotected creatures.
/**
* Causes weather to occur on a z level in certain area types
*
* The effects of weather occur across an entire z-level. For instance, lavaland has periodic ash storms that scorch most unprotected creatures.
* Weather always occurs on different z levels at different times, regardless of weather type.
* Can have custom durations, targets, and can automatically protect indoor areas.
*
*/
/datum/weather
/// name of weather
var/name = "space wind"
/// description of weather
var/desc = "Heavy gusts of wind blanket the area, periodically knocking down anyone caught in the open."
var/telegraph_message = "<span class='warning'>The wind begins to pick up.</span>" //The message displayed in chat to foreshadow the weather's beginning
var/telegraph_duration = 300 //In deciseconds, how long from the beginning of the telegraph until the weather begins
var/telegraph_sound //The sound file played to everyone on an affected z-level
var/telegraph_overlay //The overlay applied to all tiles on the z-level
/// The message displayed in chat to foreshadow the weather's beginning
var/telegraph_message = "<span class='warning'>The wind begins to pick up.</span>"
var/weather_message = "<span class='userdanger'>The wind begins to blow ferociously!</span>" //Displayed in chat once the weather begins in earnest
var/weather_duration = 1200 //In deciseconds, how long the weather lasts once it begins
var/weather_duration_lower = 1200 //See above - this is the lowest possible duration
var/weather_duration_upper = 1500 //See above - this is the highest possible duration
/// In deciseconds, how long from the beginning of the telegraph until the weather begins
var/telegraph_duration = 300
/// The sound file played to everyone on an affected z-level
var/telegraph_sound
/// The overlay applied to all tiles on the z-level
var/telegraph_overlay
/// Displayed in chat once the weather begins in earnest
var/weather_message = "<span class='userdanger'>The wind begins to blow ferociously!</span>"
///In deciseconds, how long the weather lasts once it begins
var/weather_duration = 1200
///See above - this is the lowest possible duration
var/weather_duration_lower = 1200
///See above - this is the highest possible duration
var/weather_duration_upper = 1500
/// Looping sound while weather is occuring
var/weather_sound
/// Area overlay while the weather is occuring
var/weather_overlay
/// Color to apply to the area while weather is occuring
var/weather_color = null
var/end_message = "<span class='danger'>The wind relents its assault.</span>" //Displayed once the weather is over
var/end_duration = 300 //In deciseconds, how long the "wind-down" graphic will appear before vanishing entirely
/// Displayed once the weather is over
var/end_message = "<span class='danger'>The wind relents its assault.</span>"
/// In deciseconds, how long the "wind-down" graphic will appear before vanishing entirely
var/end_duration = 300
/// Sound that plays while weather is ending
var/end_sound
/// Area overlay while weather is ending
var/end_overlay
var/area_type = /area/space //Types of area to affect
var/list/impacted_areas = list() //Areas to be affected by the weather, calculated when the weather begins
var/list/protected_areas = list()//Areas that are protected and excluded from the affected areas.
var/impacted_z_levels // The list of z-levels that this weather is actively affecting
/// Types of area to affect
var/area_type = /area/space
/// TRUE value protects areas with outdoors marked as false, regardless of area type
var/protect_indoors = FALSE
/// Areas to be affected by the weather, calculated when the weather begins
var/list/impacted_areas = list()
var/overlay_layer = AREA_LAYER //Since it's above everything else, this is the layer used by default. TURF_LAYER is below mobs and walls if you need to use that.
var/aesthetic = FALSE //If the weather has no purpose other than looks
var/immunity_type = "storm" //Used by mobs to prevent them from being affected by the weather
/// Areas that are protected and excluded from the affected areas.
var/list/protected_areas = list()
/// The list of z-levels that this weather is actively affecting
var/impacted_z_levels
var/stage = END_STAGE //The stage of the weather, from 1-4
/// Since it's above everything else, this is the layer used by default. TURF_LAYER is below mobs and walls if you need to use that.
var/overlay_layer = AREA_LAYER
/// Plane for the overlay
var/overlay_plane = BLACKNESS_PLANE
/// If the weather has no purpose but aesthetics.
var/aesthetic = FALSE
/// Used by mobs to prevent them from being affected by the weather
var/immunity_type = "storm"
// These are read by the weather subsystem and used to determine when and where to run the weather.
var/probability = 0 // Weight amongst other eligible weather. If zero, will never happen randomly.
var/target_trait = ZTRAIT_STATION // The z-level trait to affect when run randomly or when not overridden.
/// The stage of the weather, from 1-4
var/stage = END_STAGE
/// Weight amongst other eligible weather. if zero, will never happen randomly.
var/probability = 0
/// The z-level trait to affect when run randomly or when not overridden.
var/target_trait = ZTRAIT_STATION
/// Whether a barometer can predict when the weather will happen
var/barometer_predictable = FALSE
var/next_hit_time = 0 //For barometers to know when the next storm will hit
/// For barometers to know when the next storm will hit
var/next_hit_time = 0
/datum/weather/New(z_levels)
..()
impacted_z_levels = z_levels
/**
* Telegraphs the beginning of the weather on the impacted z levels
*
* Sends sounds and details to mobs in the area
* Calculates duration and hit areas, and makes a callback for the actual weather to start
*
*/
/datum/weather/proc/telegraph()
if(stage == STARTUP_STAGE)
return
@@ -58,6 +105,8 @@
affectareas -= get_areas(V)
for(var/V in affectareas)
var/area/A = V
if(protect_indoors && !A.outdoors)
continue
if(A.z in impacted_z_levels)
impacted_areas |= A
weather_duration = rand(weather_duration_lower, weather_duration_upper)
@@ -72,6 +121,13 @@
SEND_SOUND(M, sound(telegraph_sound))
addtimer(CALLBACK(src, .proc/start), telegraph_duration)
/**
* Starts the actual weather and effects from it
*
* Updates area overlays and sends sounds and messages to mobs to notify them
* Begins dealing effects from weather to mobs in the area
*
*/
/datum/weather/proc/start()
if(stage >= MAIN_STAGE)
return
@@ -86,6 +142,13 @@
SEND_SOUND(M, sound(weather_sound))
addtimer(CALLBACK(src, .proc/wind_down), weather_duration)
/**
* Weather enters the winding down phase, stops effects
*
* Updates areas to be in the winding down phase
* Sends sounds and messages to mobs to notify them
*
*/
/datum/weather/proc/wind_down()
if(stage >= WIND_DOWN_STAGE)
return
@@ -100,6 +163,13 @@
SEND_SOUND(M, sound(end_sound))
addtimer(CALLBACK(src, .proc/end), end_duration)
/**
* Fully ends the weather
*
* Effects no longer occur and area overlays are removed
* Removes weather from processing completely
*
*/
/datum/weather/proc/end()
if(stage == END_STAGE)
return 1
@@ -115,7 +185,11 @@
if(can_weather_act(L))
weather_act(L)
/datum/weather/proc/can_weather_act(mob/living/L) //Can this weather impact a mob?
/**
* Returns TRUE if the living mob can be affected by the weather
*
*/
/datum/weather/proc/can_weather_act(mob/living/L)
var/turf/mob_turf = get_turf(L)
if(mob_turf && !(mob_turf.z in impacted_z_levels))
return
@@ -123,11 +197,19 @@
return
if(!(get_area(L) in impacted_areas))
return
return 1
return TRUE
/datum/weather/proc/weather_act(mob/living/L) //What effect does this weather have on the hapless mob?
/**
* Affects the mob with whatever the weather does
*
*/
/datum/weather/proc/weather_act(mob/living/L)
return
/**
* Updates the overlays on impacted areas
*
*/
/datum/weather/proc/update_areas()
for(var/V in impacted_areas)
var/area/N = V

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@@ -17,8 +17,9 @@
end_message = "<span class='boldannounce'>The downpour gradually slows to a light shower. It should be safe outside now.</span>"
end_sound = 'sound/ambience/acidrain_end.ogg'
area_type = /area/lavaland/surface/outdoors
target_trait = ZTRAIT_MINING
area_type = /area
protect_indoors = TRUE
target_trait = ZTRAIT_ACIRDRAIN
immunity_type = "acid" // temp

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@@ -16,8 +16,9 @@
end_duration = 300
end_overlay = "light_ash"
area_type = /area/lavaland/surface/outdoors
target_trait = ZTRAIT_MINING
area_type = /area
protect_indoors = TRUE
target_trait = ZTRAIT_ASHSTORM
immunity_type = "ash"

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@@ -15,8 +15,9 @@
end_duration = 100
end_message = "<span class='boldannounce'>The snowfall dies down, it should be safe to go outside again.</span>"
area_type = /area/awaymission/snowdin/outside
target_trait = ZTRAIT_AWAY
area_type = /area
protect_indoors = TRUE
target_trait = ZTRAIT_SNOWSTORM
immunity_type = "snow"