From 3b895e4cadf007b9b18be069190b2cfc10867611 Mon Sep 17 00:00:00 2001 From: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Date: Wed, 8 May 2024 20:17:48 -0500 Subject: [PATCH] Adds animation to objects sliding into or out of morgue trays (#83127) ## About The Pull Request https://github.com/tgstation/tgstation/assets/51863163/b0662ee7-8f67-42d3-95ca-31012556f4ee This effect is purely visual, objects are still "instantly" put into or out of the morgue itself. (Meaning you can't grab an object as it is being shifted in or taken out, nor can you move off the tray while it is sliding in or out.) Also applies to crematoriums. ## Why It's Good For The Game Adds a tiny bit of visual flair to help "sell" the effect that the tray belongs to the morgue container, rather than just appearing and disappearing. ## Changelog :cl: Melbert qol: Morgue trays (and the contents inside) are now animated on open and close /:cl: --- code/game/objects/structures/morgue.dm | 96 +++++++++++++++++++++----- 1 file changed, 80 insertions(+), 16 deletions(-) diff --git a/code/game/objects/structures/morgue.dm b/code/game/objects/structures/morgue.dm index 4ac1a62a63f98..d52a4df28cbc2 100644 --- a/code/game/objects/structures/morgue.dm +++ b/code/game/objects/structures/morgue.dm @@ -45,6 +45,8 @@ GLOBAL_LIST_EMPTY(bodycontainers) //Let them act as spawnpoints for revenants an var/locked = FALSE ///Cooldown between breakout msesages. COOLDOWN_DECLARE(breakout_message_cooldown) + /// Cooldown between being able to slide the tray in or out. + COOLDOWN_DECLARE(open_close_cd) /obj/structure/bodycontainer/Initialize(mapload) . = ..() @@ -131,30 +133,90 @@ GLOBAL_LIST_EMPTY(bodycontainers) //Let them act as spawnpoints for revenants an user.overlay_fullscreen("remote_view", /atom/movable/screen/fullscreen/impaired, 2) /obj/structure/bodycontainer/proc/open() - playsound(loc, 'sound/items/deconstruct.ogg', 50, TRUE) + if(!COOLDOWN_FINISHED(src, open_close_cd)) + return FALSE + + COOLDOWN_START(src, open_close_cd, 0.25 SECONDS) + playsound(src, 'sound/items/deconstruct.ogg', 50, TRUE) playsound(src, 'sound/effects/roll.ogg', 5, TRUE) - var/turf/T = get_step(src, dir) - if (connected) - connected.setDir(dir) - for(var/atom/movable/AM in src) - AM.forceMove(T) + var/turf/dump_turf = get_step(src, dir) + connected?.setDir(dir) + for(var/atom/movable/moving in src) + moving.forceMove(dump_turf) + animate_slide_out(moving) update_appearance() + return TRUE /obj/structure/bodycontainer/proc/close() + if(!COOLDOWN_FINISHED(src, open_close_cd)) + return FALSE + + COOLDOWN_START(src, open_close_cd, 0.5 SECONDS) playsound(src, 'sound/effects/roll.ogg', 5, TRUE) playsound(src, 'sound/items/deconstruct.ogg', 50, TRUE) - for(var/atom/movable/AM in connected.loc) - if(!AM.anchored || AM == connected) - if(isliving(AM)) - var/mob/living/living_mob = AM - if(living_mob.incorporeal_move) - continue - else if(istype(AM, /obj/effect/dummy/phased_mob)) + var/turf/close_loc = connected.loc + for(var/atom/movable/entering in close_loc) + if(entering.anchored && entering != connected) + continue + if(isliving(entering)) + var/mob/living/living_mob = entering + if(living_mob.incorporeal_move) continue - else if(isdead(AM)) - continue - AM.forceMove(src) + else if(istype(entering, /obj/effect/dummy/phased_mob) || isdead(entering)) + continue + animate_slide_in(entering, close_loc) + entering.forceMove(src) update_appearance() + return TRUE + +#define SLIDE_LENGTH (0.3 SECONDS) + +/// Slides the passed object out of the morgue tray. +/obj/structure/bodycontainer/proc/animate_slide_out(atom/movable/animated) + var/old_layer = animated.layer + animated.layer = layer - (animated == connected ? 0.03 : 0.01) + animated.pixel_x = animated.base_pixel_x + (x * 32) - (animated.x * 32) + animated.pixel_y = animated.base_pixel_y + (y * 32) - (animated.y * 32) + animate( + animated, + pixel_x = animated.base_pixel_x, + pixel_y = animated.base_pixel_y, + time = SLIDE_LENGTH, + easing = CUBIC_EASING|EASE_OUT, + flags = ANIMATION_PARALLEL, + ) + addtimer(VARSET_CALLBACK(animated, layer, old_layer), SLIDE_LENGTH) + +/// Slides the passed object into the morgue tray from the passed turf. +/obj/structure/bodycontainer/proc/animate_slide_in(atom/movable/animated, turf/from_loc) + // It's easier to just make a visual for entering than to animate the object itself + var/obj/effect/temp_visual/morgue_content/visual = new(from_loc, animated) + visual.layer = layer - (animated == connected ? 0.03 : 0.01) + animate( + visual, + pixel_x = visual.base_pixel_x + (x * 32) - (visual.x * 32), + pixel_y = visual.base_pixel_y + (y * 32) - (visual.y * 32), + time = SLIDE_LENGTH, + easing = CUBIC_EASING|EASE_IN, + flags = ANIMATION_PARALLEL, + ) + +/// Used to mimic the appearance of an object sliding into a morgue tray. +/obj/effect/temp_visual/morgue_content + duration = SLIDE_LENGTH + +/obj/effect/temp_visual/morgue_content/Initialize(mapload, atom/movable/sliding_in) + . = ..() + if(isnull(sliding_in)) + return + + appearance = sliding_in.appearance + dir = sliding_in.dir + alpha = sliding_in.alpha + base_pixel_x = sliding_in.base_pixel_x + base_pixel_y = sliding_in.base_pixel_y + +#undef SLIDE_LENGTH #define MORGUE_EMPTY 1 #define MORGUE_NO_MOBS 2 @@ -526,6 +588,7 @@ GLOBAL_LIST_EMPTY(crematoriums) name = "crematorium tray" desc = "Apply body before burning." icon_state = "cremat" + layer = /obj/structure/bodycontainer/crematorium::layer - 0.03 /* * Morgue tray @@ -536,6 +599,7 @@ GLOBAL_LIST_EMPTY(crematoriums) icon = 'icons/obj/structures.dmi' icon_state = "morguet" pass_flags_self = PASSTABLE | LETPASSTHROW + layer = /obj/structure/bodycontainer/morgue::layer - 0.03 /obj/structure/tray/m_tray/CanAllowThrough(atom/movable/mover, border_dir) . = ..()