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phased_mob.dm
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/obj/effect/dummy/phased_mob
name = "water"
anchored = TRUE
flags_1 = PREVENT_CONTENTS_EXPLOSION_1
resistance_flags = LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
invisibility = INVISIBILITY_OBSERVER
movement_type = FLOATING
/// The movable which's jaunting in this dummy
var/atom/movable/jaunter
/// The delay between moves while jaunted
var/movedelay = 0
/// The speed of movement while jaunted
var/movespeed = 0
/obj/effect/dummy/phased_mob/Initialize(mapload, atom/movable/jaunter)
. = ..()
if(jaunter)
set_jaunter(jaunter)
/// Sets [new_jaunter] as our jaunter, forcemoves them into our contents
/obj/effect/dummy/phased_mob/proc/set_jaunter(atom/movable/new_jaunter)
jaunter = new_jaunter
jaunter.forceMove(src)
if(ismob(jaunter))
var/mob/mob_jaunter = jaunter
mob_jaunter.reset_perspective(src)
/obj/effect/dummy/phased_mob/Destroy()
jaunter = null // If a mob was left in the jaunter on qdel, they'll be dumped into nullspace
return ..()
/// Removes [jaunter] from our phased mob
/obj/effect/dummy/phased_mob/proc/eject_jaunter()
if(!jaunter)
return // This is weird but it can happen if the jaunt is gibbed by an arriving shuttle
var/turf/eject_spot = get_turf(src)
if(!eject_spot) //You're in nullspace you clown!
return
var/area/destination_area = get_area(eject_spot)
if(destination_area.area_flags & NOTELEPORT)
// this ONLY happens if someone uses a phasing effect
// to try to land in a NOTELEPORT zone after it is created, AKA trying to exploit.
if(isliving(jaunter))
var/mob/living/living_cheaterson = jaunter
to_chat(living_cheaterson, span_userdanger("This area has a heavy universal force occupying it, and you are scattered to the cosmos!"))
if(ishuman(living_cheaterson))
shake_camera(living_cheaterson, 20, 1)
addtimer(CALLBACK(living_cheaterson, TYPE_PROC_REF(/mob/living/carbon, vomit)), 2 SECONDS)
jaunter.forceMove(find_safe_turf(max(z,2)))
else
jaunter.forceMove(eject_spot)
qdel(src)
/obj/effect/dummy/phased_mob/Exited(atom/movable/gone, direction)
. = ..()
if(gone == jaunter)
SEND_SIGNAL(src, COMSIG_MOB_EJECTED_FROM_JAUNT, jaunter)
jaunter = null
/obj/effect/dummy/phased_mob/ex_act()
return FALSE
/obj/effect/dummy/phased_mob/bullet_act(blah)
return BULLET_ACT_FORCE_PIERCE
/obj/effect/dummy/phased_mob/relaymove(mob/living/user, direction)
var/turf/newloc = phased_check(user, direction)
if(!newloc)
return
if (direction in GLOB.alldirs)
setDir(direction)
forceMove(newloc)
/// Checks if the conditions are valid to be able to phase. Returns a turf destination if positive.
/obj/effect/dummy/phased_mob/proc/phased_check(mob/living/user, direction)
RETURN_TYPE(/turf)
if (movedelay > world.time || !direction)
return
var/turf/newloc = get_step_multiz(src,direction)
if(!newloc)
return
var/area/destination_area = newloc.loc
movedelay = world.time + movespeed
if(newloc.turf_flags & NOJAUNT)
to_chat(user, span_warning("Some strange aura is blocking the way."))
return
if((destination_area.area_flags & NOTELEPORT) || SSmapping.level_trait(newloc.z, ZTRAIT_NOPHASE))
to_chat(user, span_danger("Some dull, universal force is blocking the way. It's overwhelmingly oppressive force feels dangerous."))
return
return newloc