initial changes
This commit is contained in:
@@ -326,6 +326,12 @@
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#define COMSIG_ACTION_TRIGGER "action_trigger" //from base of datum/action/proc/Trigger(): (datum/action)
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#define COMPONENT_ACTION_BLOCK_TRIGGER 1
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/*******Element signals*******/
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// /datum/element/swimming
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#define COMSIG_IS_SWIMMING "has_swimming_element"
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#define IS_SWIMMING 1
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/*******Non-Signal Component Related Defines*******/
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//Redirection component init flags
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@@ -13,7 +13,7 @@
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var/stealth = FALSE //if TRUE, does not appear on HUDs and health scans
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var/diagnostics = TRUE //if TRUE, displays program list when scanned by nanite scanners
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/datum/component/nanites/Initialize(amount = 100, cloud = 0)
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if(!isliving(parent) && !istype(parent, /datum/nanite_cloud_backup))
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return COMPONENT_INCOMPATIBLE
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@@ -0,0 +1,23 @@
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/// Just for marking when someone's swimming.
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/datum/element/swimming
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element_flags = ELEMENT_DETACH
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/datum/element/swimming/Attach(datum/target)
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if(!isliving(target))
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return ELEMENT_INCOMPATIBLE
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if((. = ..()) == ELEMENT_INCOMPATIBLE)
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return
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RegisterSignal(target, COMSIG_IS_SWIMMING, .proc/is_swimming)
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RegisterSignal(target, COMSIG_MOVABLE_MOVED, .proc/check_valid)
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/datum/element/swimming/Detach(datum/target)
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. = ..()
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UnregisterSignal(target, COMSIG_IS_SWIMMING)
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/datum/element/swimming/proc/is_swimming()
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return IS_SWIMMING
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/datum/element/swimming/proc/check_valid(datum/source)
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var/mob/living/L = source
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if(!istype(L.loc, /turf/open/pool))
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source.RemoveElement(/datum/elemtn/swimming)
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@@ -5,20 +5,10 @@
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icon_state = "pool_tile"
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heat_capacity = INFINITY
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var/filled = TRUE
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var/next_splash = 1
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var/obj/effect/overlay/water/watereffect
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var/obj/effect/overlay/water/top/watertop
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var/next_splash = 0
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var/obj/machinery/pool/controller/controller
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/turf/open/pool/Initialize()
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watereffect = new /obj/effect/overlay/water(src)
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watertop = new /obj/effect/overlay/water/top(src)
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. = ..()
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/turf/open/pool/Destroy()
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QDEL_NULL(watereffect)
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QDEL_NULL(watertop)
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controller = null
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return ..()
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@@ -26,13 +16,13 @@
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if(!filled)
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name = "drained pool"
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desc = "No diving!"
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QDEL_NULL(watereffect)
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QDEL_NULL(watertop)
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cut_overlay(/obj/effect/overlay/water)
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cut_overlay(/obj/effect/overlay/water/top)
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else
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name = "poolwater"
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desc = "You're safer here than in the deep."
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watereffect = new /obj/effect/overlay/water(src)
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watertop = new /obj/effect/overlay/water/top(src)
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add_overlay(/obj/effect/overlay/water)
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add_overlay(/obj/effect/overlay/water/top)
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/obj/effect/overlay/water
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name = "water"
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@@ -47,8 +37,22 @@
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icon_state = "top"
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layer = BELOW_MOB_LAYER
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/mob/living
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var/swimming = FALSE
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/turf/open/MouseDrop_T(atom/from, mob/user)
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if(SEND_SIGNAL(from, COMSIG_IS_SWIMMING) && isliving(user) && ((user == from) || user.CanReach(from)) && CHECK_MOBILITY(user, MOBILITY_USE))
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var/mob/living/L = from
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//The element only exists if you're on water and a living mob, so let's skip those checks.
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if(user == from)
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from.visible_message("<span class='notice'>[from] is getting out of the pool.</span>")
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if(do_mob(user, from, 20))
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from.forceMove(src)
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from.visible_message("<span class='notice'>[from] gets out of the pool.</span>")
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else
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from.visible_message("<span class='notice'>[from] is being pulled out of the pool by [user].</span>")
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if(do_mob(user, from, 20))
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from.forceMove(src)
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from.visible_message("<span class='notice'>[user] pulls [from] out of the pool.</span>")
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else
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return ..()
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//Put people out of the water
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/turf/open/floor/MouseDrop_T(mob/living/M, mob/living/user)
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@@ -16,29 +16,17 @@
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righthand_file = 'icons/mob/inhands/items_righthand.dmi'
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/obj/item/toy/poolnoodle/attack(target as mob, mob/living/user as mob)
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..()
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if(prob(80))
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user.emote("spin")
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if(prob(5))
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user.emote("spin")
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. = ..()
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user.spin(prob(20)? 16 : 8, 1)
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/obj/item/toy/poolnoodle/red
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item_state = "noodlered"
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color = "#ff4c4c"
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/obj/item/toy/poolnoodle/blue
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item_state = "noodleblue"
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color = "#3232ff"
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/obj/item/toy/poolnoodle/yellow
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item_state = "noodleyellow"
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/obj/item/toy/poolnoodle/red/Initialize()
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. = ..()
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color = "#ff4c4c"
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/obj/item/toy/poolnoodle/blue/Initialize()
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. = ..()
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color = "#3232ff"
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/obj/item/toy/poolnoodle/yellow/Initialize()
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. = ..()
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color = "#ffff66"
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@@ -11,13 +11,18 @@
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layer = ABOVE_MOB_LAYER
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dir = EAST
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/obj/structure/pool/ladder/attack_hand(mob/living/user as mob)
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if(Adjacent(user) && user.y == y && user.swimming == 0)
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user.swimming = TRUE
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user.forceMove(get_step(user, get_dir(user, src))) //Either way, you're getting IN or OUT of the pool.
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else if(user.loc == loc && user.swimming == TRUE)
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user.swimming = FALSE
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user.forceMove(get_step(user, turn(dir, 180)))
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/obj/structure/pool/ladder/attack_hand(mob/living/user)
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. = ..()
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if(.)
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return
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var/is_swimming = SEND_SIGNAL(user, COMSIG_IS_SWIMMING)
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if(!is_swimming)
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if(user.CanReach(src))
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user.AddElement(/datum/element/swimming)
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user.forceMove(get_step(src, dir))
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else
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if(user.loc == loc)
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user.forceMove(get_step(src, turn(dir, 180))) //If this moves them out the element cleans up after itself.
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/obj/structure/pool/Rboard
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name = "JumpBoard"
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