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2024-05-19 16:37:29 +00:00

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//override procs in children as necessary
/datum/artifact_effect
var/effecttype = "unknown" //purely used for admin checks ingame, not needed any more
var/effect = EFFECT_TOUCH
var/effectrange = 4
var/trigger = TRIGGER_TOUCH
var/atom/holder
var/activated = 0
var/chargelevel = 0
var/chargelevelmax = 10
var/artifact_id = ""
var/effect_type = 0
//0 = Unknown / none detectable
//1 = Concentrated energy
//2 = Intermittent psionic wavefront
//3 = Electromagnetic energy
//4 = Particle field
//5 = Organically reactive exotic particles
//6 = Interdimensional/bluespace? phasing
//7 = Atomic synthesis
/datum/artifact_effect/New(var/atom/location)
..()
holder = location
effect = rand(2,MAX_EFFECT)
trigger = rand(0,MAX_TRIGGER)
//this will be replaced by the excavation code later, but it's here just in case
artifact_id = "[pick("kappa","sigma","antaeres","beta","omicron","iota","epsilon","omega","gamma","delta","tau","alpha")]-[rand(100,999)]"
//random charge time and distance
switch(pick(100;1, 50;2, 25;3))
if(1)
//short range, short charge time
chargelevelmax = rand(3, 20)
effectrange = rand(1, 3)
if(2)
//medium range, medium charge time
chargelevelmax = rand(15, 40)
effectrange = rand(5, 15)
if(3)
//large range, long charge time
chargelevelmax = rand(20, 60)
effectrange = rand(15, 20)
/datum/artifact_effect/Destroy(force)
holder = null
. = ..()
/datum/artifact_effect/proc/ToggleActivate(var/reveal_toggle = 1)
//so that other stuff happens first
spawn(0)
if(activated)
activated = 0
else
activated = 1
if(reveal_toggle && holder)
if(istype(holder, /obj/machinery/artifact))
var/obj/machinery/artifact/A = holder
A.icon_state = "ano[A.icon_num][activated]"
var/display_msg
if(activated)
display_msg = pick("momentarily glows brightly!","distorts slightly for a moment!","flickers slightly!","vibrates!","shimmers slightly for a moment!")
else
display_msg = pick("grows dull!","fades in intensity!","suddenly becomes very still!","suddenly becomes very quiet!")
var/atom/toplevelholder = holder
while(!istype(toplevelholder.loc, /turf))
toplevelholder = toplevelholder.loc
toplevelholder.visible_message(SPAN_WARNING("[icon2html(toplevelholder, viewers(get_turf(toplevelholder)))] [toplevelholder] [display_msg]"))
/datum/artifact_effect/proc/DoEffectTouch(var/mob/living/user)
/datum/artifact_effect/proc/DoEffectAura(var/atom/holder)
/datum/artifact_effect/proc/DoEffectPulse(var/atom/holder)
/datum/artifact_effect/proc/UpdateMove()
/datum/artifact_effect/process()
if(chargelevel < chargelevelmax)
chargelevel++
if(activated)
if(effect == EFFECT_AURA)
DoEffectAura()
else if(effect == EFFECT_PULSE && chargelevel >= chargelevelmax)
chargelevel = 0
DoEffectPulse()
//returns 0..1, with 1 being no protection and 0 being fully protected
/proc/GetAnomalySusceptibility(var/mob/living/carbon/human/H)
if(!H || !istype(H))
return 1
//anomaly suits give best protection, but excavation suits are almost as good
if(istype(H.back,/obj/item/rig))
var/obj/item/rig/rig = H.back
if(rig.suit_is_deployed() && !rig.offline && rig.anomaly_protection)
return 0 //<- Maximum level of protection achieved.
var/list/clothing = list(H.w_uniform, H.wear_suit, H.head, H.glasses, H.gloves)
var/protected = 0
for(var/obj/item/clothing/C in clothing)
protected += C.anomaly_protection
/*
If you have Anomaly Suit, Anomaly Hood, Latex Gloves AND Science Goggles, you will have
0.6 + 0.3 + 0.1 + 0.1 = 1.1
maximum protection level. The CLAMP01 instruction make sure that "protected" will be
always in 0..1 range boundaries.
*/
//As said before, in case of a value of 1.1, "protected" will be setted to 1.
protected = CLAMP01(protected)
return 1 - protected