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<!-- Пишите **НИЖЕ** заголовков и **ВЫШЕ** комментариев, иначе что то может пойти не так. --> <!-- Вы можете прочитать Contributing.MD, если хотите узнать больше. --> ## Что этот PR делает <!-- Вкратце опишите изменения, которые вносите. --> <!-- Опишите **все** изменения, так как противное может сказаться на рассмотрении этого PR'а! --> <!-- Если вы исправляете Issue, добавьте "Fixes #1234" (где 1234 - номер Issue) где-нибудь в описании PR'а. Это автоматически закроет Issue после принятия PR'а. --> Добавляет в укрепленные фулл-тайл окна элемент Airbag, который при взрыве окна ставит воздушную подушку. ## Почему это хорошо для игры <!-- Опишите, почему, по вашему, следует добавить эти изменения в игру. --> Меньше разгерм, больше логики (окна на станции не защищены от поломки) ## Изображения изменений <!-- Если вы не меняли карту или спрайты, можете опустить эту секцию. Если хотите, можете вставить видео. --> https://github.com/ss220club/Paradise-SS220/assets/31931237/e4721526-b34a-4a3d-8759-7ab536a6dd35 ## Changelog :cl: add: Добавлена воздушная подушка в укрепленные окна. Появляются при установке такого окна. Обратно установить нельзя. /:cl: <!-- Оба :cl:'а должны быть на месте, что-бы чейнджлог работал! Вы можете написать свой ник справа от первого :cl:, если хотите. Иначе будет использован ваш ник на ГитХабе. --> <!-- Вы можете использовать несколько записей с одинаковым префиксом (Они используются только для иконки в игре) и удалить ненужные. Помните, что чейнджлог должен быть понятен обычным игроком. --> <!-- Если чейнджлог не влияет на игроков(например, это рефактор), вы можете исключить всю секцию. -->
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/// from base of [/obj/proc/atom_destruction]: (damage_flag) | ||
#define COMSIG_OBJ_DESTRUCTION "atom_destruction" |
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/obj/obj_destruction(damage_flag) | ||
SEND_SIGNAL(src, COMSIG_OBJ_DESTRUCTION, damage_flag) | ||
. = ..() |
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/datum/modpack/windows_airbag | ||
name = "Windows airbag" | ||
desc = "Добавляет в укрепленные фулл-тайл окна воздушную подушку." | ||
author = "larentoun" |
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#include "_windows_airbag.dm" | ||
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#include "code/windows_airbag.dm" |
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#define DISARM_TIME (3 SECONDS) | ||
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/obj/structure/window/full/reinforced/Initialize(mapload, direct) | ||
. = ..() | ||
AddElement(/datum/element/airbag) | ||
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/** | ||
* Airbag Element | ||
* | ||
* Basically a fancy create on destroy. | ||
*/ | ||
/datum/element/airbag | ||
/// The type we spawn when our parent is destroyed | ||
var/airbag_type = /obj/item/airbag/immediate_arm | ||
/// The type we spawn when we are disarmed. | ||
var/disarmed_type = /obj/item/airbag | ||
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/datum/element/airbag/Attach(datum/target) | ||
. = ..() | ||
if(!ismovable(target)) | ||
return ELEMENT_INCOMPATIBLE | ||
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RegisterSignal(target, COMSIG_OBJ_DESTRUCTION, PROC_REF(deploy_airbag)) | ||
RegisterSignal(target, COMSIG_PARENT_EXAMINE, PROC_REF(on_examine)) | ||
RegisterSignal(target, COMSIG_CLICK_ALT, PROC_REF(on_altclick)) | ||
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/datum/element/airbag/Detach(datum/target) | ||
. = ..() | ||
UnregisterSignal(target, list(COMSIG_OBJ_DESTRUCTION, COMSIG_PARENT_EXAMINE, COMSIG_CLICK_ALT)) | ||
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/datum/element/airbag/proc/deploy_airbag(atom/movable/destroying_atom, damage_flag) | ||
SIGNAL_HANDLER | ||
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new airbag_type(get_turf(destroying_atom)) | ||
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/datum/element/airbag/proc/on_examine(datum/source, mob/user, list/examine_text) | ||
SIGNAL_HANDLER | ||
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examine_text += span_warning("It has a blinking red light indicating an airbag is installed. <b>Alt+click</b> to disarm.") | ||
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/datum/element/airbag/proc/on_altclick(atom/movable/clicked_atom, mob/living/clicker) | ||
SIGNAL_HANDLER | ||
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if(get_dist(clicker, clicked_atom) > 1) | ||
return | ||
INVOKE_ASYNC(src, PROC_REF(disarm_airbag), clicked_atom, clicker) | ||
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/datum/element/airbag/proc/disarm_airbag(atom/movable/clicked_atom, mob/living/clicker) | ||
clicker.visible_message(span_notice("[clicker] starts disarming the airbag..."), span_notice("You start disarming the airbag...")) | ||
clicked_atom.add_fingerprint(clicker) | ||
if(do_after_once(clicker, DISARM_TIME, target = clicked_atom, progress = TRUE)) | ||
new disarmed_type(get_turf(clicked_atom)) | ||
Detach(clicked_atom) | ||
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// A fun little gadget! | ||
/obj/item/airbag | ||
name = "airbag" | ||
desc = "A small package with an explosive attached. Stand clear!" | ||
icon = 'modular_ss220/windows_airbag/icons/windows_airbag.dmi' | ||
icon_state = "airbag" | ||
max_integrity = 10 | ||
/// The time in which we deploy | ||
var/detonate_time = 2 SECONDS | ||
/// The item we drop on detonation | ||
var/drop_type = /obj/structure/inflatable/window_airbag | ||
/// Are we immediately armed? | ||
var/immediate_arm = FALSE | ||
/// Are we currently armed? | ||
var/armed = FALSE | ||
/// The sound we play when armed | ||
var/armed_sound = 'modular_ss220/windows_airbag/sound/airbag_arm.ogg' | ||
/// The sound we play when we go bang | ||
var/bang_sound = 'modular_ss220/windows_airbag/sound/airbag_bang.ogg' | ||
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/obj/item/airbag/Initialize(mapload) | ||
. = ..() | ||
if(immediate_arm) | ||
arm() | ||
anchored = TRUE | ||
update_icon() | ||
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/obj/item/airbag/update_icon_state() | ||
icon_state = "[initial(icon_state)]_[armed ? "armed" : "safe"]" | ||
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/obj/item/airbag/attack_self(mob/user, modifiers) | ||
. = ..() | ||
arm() | ||
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/obj/item/airbag/proc/arm() | ||
if(armed) | ||
return | ||
if(!anchored) | ||
addtimer(CALLBACK(src, PROC_REF(deploy_anchor)), 1 SECONDS) | ||
addtimer(CALLBACK(src, PROC_REF(airbag_bang)), detonate_time) | ||
armed = TRUE | ||
playsound(src, armed_sound, 50) | ||
update_icon() | ||
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// Anchors the airbag to the ground, namely to prevent air movement. | ||
/obj/item/airbag/proc/deploy_anchor() | ||
if(!isturf(loc) || anchored) | ||
return | ||
anchored = TRUE | ||
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// Detonates the airbag, dropping the item and playing the sound. | ||
/obj/item/airbag/proc/airbag_bang() | ||
var/obj/created_object = new drop_type(get_turf(src)) | ||
playsound(src, bang_sound, 50) | ||
var/datum/effect_system/smoke_spread/smoke = new | ||
smoke.set_up(1, TRUE, get_turf(created_object.loc)) | ||
smoke.start() | ||
qdel(src) | ||
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/obj/item/airbag/torn | ||
name = "torn window airbag" | ||
desc = "A quick deploying airbag that seals holes when a window is broken! It is too torn to be usable." | ||
icon = 'modular_ss220/windows_airbag/icons/windows_airbag.dmi' | ||
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/obj/item/airbag/torn/update_icon_state() | ||
icon_state = "[initial(icon_state)]_folded_torn" | ||
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/obj/item/airbag/torn/arm() | ||
return | ||
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/obj/item/airbag/immediate_arm | ||
immediate_arm = TRUE | ||
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/obj/structure/inflatable/window_airbag | ||
name = "window airbag" | ||
desc = "A quick deploying airbag that seals holes when a window is broken!" | ||
icon = 'modular_ss220/windows_airbag/icons/windows_airbag.dmi' | ||
icon_state = "airbag_wall" | ||
torn = /obj/item/airbag/torn | ||
intact = /obj/item/airbag/torn | ||
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#undef DISARM_TIME |
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