8f917ff1d9
Adds an immobilized trait.
Adds procs for several variable changes so we can respond to their events.
Adds some signals for said variables changing.
Need to turn the variation in number of usable legs and arms (get_num_legs() and get_num_arms()) into events we can respond to, but they are pretty annoying to do so. Probably for a different PR.
147 lines
4.7 KiB
Plaintext
147 lines
4.7 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/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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))
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/datum/component/chasm/Initialize(turf/target)
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RegisterSignal(parent, list(COMSIG_MOVABLE_CROSSED, COMSIG_ATOM_ENTERED), .proc/Entered)
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target_turf = target
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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/proc/is_safe()
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//if anything matching this typecache is found in the chasm, we don't drop things
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var/static/list/chasm_safeties_typecache = typecacheof(list(/obj/structure/lattice/catwalk, /obj/structure/stone_tile))
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var/atom/parent = src.parent
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var/list/found_safeties = typecache_filter_list(parent.contents, chasm_safeties_typecache)
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for(var/obj/structure/stone_tile/S in found_safeties)
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if(S.fallen)
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LAZYREMOVE(found_safeties, S)
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return LAZYLEN(found_safeties)
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/datum/component/chasm/proc/drop_stuff(AM)
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. = 0
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if (is_safe())
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return FALSE
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var/atom/parent = src.parent
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var/to_check = AM ? list(AM) : parent.contents
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for (var/thing in to_check)
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if (droppable(thing))
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. = 1
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INVOKE_ASYNC(src, .proc/drop, thing)
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/datum/component/chasm/proc/droppable(atom/movable/AM)
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// avoid an infinite loop, but allow falling a large distance
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if(falling_atoms[AM] && falling_atoms[AM] > 30)
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return FALSE
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if(!isliving(AM) && !isobj(AM))
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return FALSE
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if(is_type_in_typecache(AM, forbidden_types) || AM.throwing || (AM.movement_type & FLOATING))
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return FALSE
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//Flies right over the chasm
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if(ismob(AM))
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var/mob/M = AM
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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 FALSE
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if(M.is_flying())
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return FALSE
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if(ishuman(AM))
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var/mob/living/carbon/human/H = AM
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if(istype(H.belt, /obj/item/wormhole_jaunter))
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var/obj/item/wormhole_jaunter/J = H.belt
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//To freak out any bystanders
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H.visible_message("<span class='boldwarning'>[H] falls into [parent]!</span>")
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J.chasm_react(H)
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return FALSE
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return TRUE
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/datum/component/chasm/proc/drop(atom/movable/AM)
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//Make sure the item is still there after our sleep
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if(!AM || QDELETED(AM))
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return
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falling_atoms[AM] = (falling_atoms[AM] || 0) + 1
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var/turf/T = target_turf
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if(T)
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// send to the turf below
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AM.visible_message("<span class='boldwarning'>[AM] falls into [parent]!</span>", "<span class='userdanger'>[fall_message]</span>")
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T.visible_message("<span class='boldwarning'>[AM] falls from above!</span>")
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AM.forceMove(T)
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if(isliving(AM))
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var/mob/living/L = AM
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L.Paralyze(100)
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L.adjustBruteLoss(30)
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falling_atoms -= AM
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else
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// send to oblivion
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AM.visible_message("<span class='boldwarning'>[AM] falls into [parent]!</span>", "<span class='userdanger'>[oblivion_message]</span>")
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if (isliving(AM))
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var/mob/living/L = AM
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L.notransform = TRUE
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L.Paralyze(20 SECONDS)
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var/oldtransform = AM.transform
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var/oldcolor = AM.color
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var/oldalpha = AM.alpha
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animate(AM, 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(!AM || QDELETED(AM))
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return
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AM.pixel_y--
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sleep(2)
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//Make sure the item is still there after our sleep
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if(!AM || QDELETED(AM))
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return
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if(iscyborg(AM))
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var/mob/living/silicon/robot/S = AM
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qdel(S.mmi)
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if(isliving(AM))
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var/mob/living/L = AM
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if(L.stat != DEAD)
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L.death(TRUE)
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falling_atoms -= AM
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qdel(AM)
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if(AM && !QDELETED(AM)) //It's indestructible
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var/atom/parent = src.parent
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parent.visible_message("<span class='boldwarning'>[parent] spits out [AM]!</span>")
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AM.alpha = oldalpha
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AM.color = oldcolor
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AM.transform = oldtransform
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AM.throw_at(get_edge_target_turf(parent,pick(GLOB.alldirs)),rand(1, 10),rand(1, 10))
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