Files
Aurora.3/code/game/objects/effects/portals.dm
Fluffy 9afe761db3 Some refactors, DMDoc and UT (#18365)
* dsfa

* accessories fix

* fixed "has been hit by" message with intent check

* sdfa
2024-02-12 15:32:23 +00:00

295 lines
8.7 KiB
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/obj/effect/portal
name = "portal"
desc = "A bluespace tear in space, reaching directly to another point within this region. Looks unstable. Best to test it carefully."
icon = 'icons/obj/stationobjs.dmi'
icon_state = "portal"
density = TRUE
unacidable = TRUE //Can't destroy energy portals.
mouse_opacity = MOUSE_OPACITY_ICON
anchored = TRUE
var/does_teleport = TRUE // Some portals might just be visual
var/has_lifespan = TRUE // Whether we want to directly control the lifespan or not
var/failchance = 5
var/has_failed = FALSE
var/obj/target
var/creator
var/precision = 1
/obj/effect/portal/Initialize(mapload, turf/set_target, set_creator, lifespan = 300, precise = 1)
. = ..()
if(set_target)
target = set_target
if(set_creator)
creator = set_creator
if(has_lifespan && lifespan > 0)
QDEL_IN(src, lifespan)
if(prob(failchance))
has_failed = TRUE
precision = precise
/obj/effect/portal/CollidedWith(mob/M)
set waitfor = FALSE
if(does_teleport)
teleport(M)
/obj/effect/portal/Crossed(AM)
set waitfor = FALSE
if(does_teleport)
teleport(AM)
/obj/effect/portal/attackby(obj/item/attacking_item, mob/user)
if(istype(attacking_item, /obj/item/bluespace_neutralizer))
user.visible_message("<b>[user]</b> collapses \the [src] with \the [attacking_item].", SPAN_NOTICE("You collapse \the [src] with \the [attacking_item]."))
qdel(src)
return TRUE
return ..()
/obj/effect/portal/attack_hand(mob/user)
set waitfor = FALSE
if(does_teleport)
teleport(user)
/obj/effect/portal/proc/teleport(atom/movable/movable)
if(!does_teleport) // just to be safe
return
if(istype(movable, /obj/effect)) //sparks don't teleport
return
if(!target)
qdel(src)
return
var/has_teleported = FALSE
var/list/things_to_teleport = list(movable)
if(ismob(movable))
var/mob/M = movable
if(M.pulling)
things_to_teleport += M.pulling
if(ishuman(movable))
var/mob/living/carbon/human/H = movable
for(var/obj/item/grab/G in list(H.l_hand, H.r_hand))
things_to_teleport += G.affecting
for(var/atom/movable/M in things_to_teleport)
if(has_failed) //oh dear a problem, put em in deep space
icon_state = "portal1" // only tell people the portal failed after a teleport has been done
desc = "A bluespace tear in space, reaching directly to another point within this region. Definitely unstable."
if(do_teleport(M, locate(rand(5, world.maxx - 5), rand(5, world.maxy -5), pick(GetConnectedZlevels(z))), 0))
has_teleported = TRUE
else
if(do_teleport(M, target, precision))
has_teleported = TRUE
if(!has_teleported)
visible_message(SPAN_WARNING("\The [src] oscillates violently as \the [movable] comes into contact with it, and collapses! Seems like the rift was unstable..."))
qdel(src)
/obj/effect/portal/Destroy()
if(istype(creator, /obj/item/hand_tele))
var/obj/item/hand_tele/HT = creator
HT.remove_portal(src)
return ..()
/obj/effect/portal/spawner
name = "portal"
desc = "A bluespace tear in space, reaching directly to another point within this region. This one looks like a one-way portal to here, don't come too close."
desc_info = "This portal is a spawner portal. You cannot enter it to teleport, but it will periodically spawn things."
does_teleport = FALSE
has_lifespan = FALSE
layer = OBJ_LAYER - 0.01
var/list/spawn_things = list() // The list things to spawn
var/num_of_spawns // How many times we want to spawn them before qdel
var/next_spawn
/obj/effect/portal/spawner/Initialize()
. = ..()
START_PROCESSING(SSprocessing, src)
next_spawn = world.time + 5 SECONDS
/obj/effect/portal/spawner/Destroy()
STOP_PROCESSING(SSprocessing, src)
return ..()
/obj/effect/portal/spawner/process()
if(next_spawn < world.time)
visible_message(SPAN_WARNING("\The [src] spits something out!"))
for(var/thing in spawn_things)
var/spawn_path = thing
var/atom/spawned_thing = new spawn_path(get_turf(src))
if(istype(spawned_thing, /obj/item/stack))
var/obj/item/stack/stack = spawned_thing
stack.amount = spawn_things[thing]
stack.throw_at(get_random_turf_in_range(get_turf(src), 1), 2)
else
for(var/i = 1; i < spawn_things[thing]; i++)
var/atom/movable/A = new spawn_path(get_turf(src))
A.throw_at(get_random_turf_in_range(get_turf(src), 1), 2)
next_spawn = world.time + 30 SECONDS
num_of_spawns--
if(num_of_spawns <= 0)
visible_message(SPAN_WARNING("\The [src] collapses in on itself!"))
qdel(src)
/obj/effect/portal/spawner/metal
num_of_spawns = 3
spawn_things = list(
/obj/item/stack/material/steel = 10,
/obj/item/stack/material/plasteel = 5
)
/obj/effect/portal/spawner/rare_metal
num_of_spawns = 4
spawn_things = list(
/obj/item/stack/material/gold = 2,
/obj/item/stack/material/silver = 2,
/obj/item/stack/material/uranium = 2,
/obj/item/stack/material/diamond = 1
)
/obj/effect/portal/spawner/silver
num_of_spawns = 3
spawn_things = list(
/obj/item/stack/material/silver = 3
)
/obj/effect/portal/spawner/gold
num_of_spawns = 3
spawn_things = list(
/obj/item/stack/material/gold = 3
)
/obj/effect/portal/spawner/phoron
num_of_spawns = 3
spawn_things = list(
/obj/item/stack/material/phoron = 3
)
/obj/effect/portal/spawner/plasticglass
num_of_spawns = 3
spawn_things = list(
/obj/item/stack/material/plastic = 5,
/obj/item/stack/material/glass = 5
)
/obj/effect/portal/spawner/wood
num_of_spawns = 3
spawn_things = list(
/obj/item/stack/material/wood = 5,
/obj/item/stack/material/cardboard = 5,
/obj/item/stack/material/cloth = 5
)
/obj/effect/portal/spawner/hide
num_of_spawns = 3
spawn_things = list(
/obj/item/stack/material/animalhide = 5,
/obj/item/stack/material/leather = 5
)
/obj/effect/portal/spawner/monkey_cube
num_of_spawns = 1
spawn_things = list(
/obj/item/reagent_containers/food/snacks/monkeycube = 4
)
/obj/effect/portal/spawner/cow // debug but funny so im keeping it
num_of_spawns = 1
spawn_things = list(
/mob/living/simple_animal/cow = 1
)
#define COLOR_STAGE_FIVE "#163DFF"
#define COLOR_STAGE_FOUR "#0099ff"
#define COLOR_STAGE_THREE "#33eb33"
#define COLOR_STAGE_TWO "#F0FF2B"
#define COLOR_STAGE_ONE "#FF8D23"
#define COLOR_STAGE_ZERO "#FF0000"
/obj/effect/portal/revenant
name = "bluespace rift"
desc = "A bluespace tear in space, reaching directly to another point within this region. This one looks like a one-way portal to here, don't come too close."
desc_info = "This is a bluespace rift. It is a node wherein revenants can seep into this locale. To destroy it, you must bring a bluespace neutralizer near it."
icon_state = "portal_g"
does_teleport = FALSE
has_lifespan = FALSE
color = COLOR_STAGE_FIVE
light_color = COLOR_STAGE_FIVE
light_power = 6
light_range = 8
var/last_color_level = 5
var/health_timer = 10 MINUTES // you need to reduce the health by standing near it with a neutralizer
/obj/effect/portal/revenant/Initialize(mapload)
. = ..()
if(revenants.revenant_rift)
return INITIALIZE_HINT_QDEL
var/turf/T = get_turf(src)
log_and_message_admins("Revenant Bluespace Rift spawned at \the [get_area(T)]", null, T)
revenants.revenant_rift = src
/obj/effect/portal/revenant/Destroy()
revenants.destroyed_rift()
visible_message(FONT_LARGE(SPAN_DANGER("\The [src] collapses!")))
new /obj/random/highvalue/no_crystal(src)
new /obj/random/highvalue/no_crystal(src)
for(var/thing in contents)
var/obj/O = thing
O.forceMove(get_turf(src))
var/area/A = get_area(src)
message_all_revenants(FONT_LARGE(SPAN_WARNING("The rift keeping us here has been destroyed in [A.name]!")))
return ..()
/obj/effect/portal/revenant/attackby(obj/item/attacking_item, mob/user)
if(istype(attacking_item, /obj/item/bluespace_neutralizer))
to_chat(user, SPAN_WARNING("You need to activate \the [attacking_item] and keep it near \the [src] to collapse it."))
return TRUE
return ..()
/obj/effect/portal/revenant/proc/reduce_health(var/amount = 1)
health_timer -= amount
if(health_timer <= 0)
qdel(src)
return
update_icon()
/obj/effect/portal/revenant/update_icon()
var/color_level = round((health_timer / 600) / 2) // this should give a value from 0 - 5
if(color_level == last_color_level)
return
var/area/A = get_area(src)
message_all_revenants(FONT_LARGE(SPAN_WARNING("The rift keeping us here is being attacked in [A.name]!")))
last_color_level = color_level
switch(color_level)
if(0)
color = COLOR_STAGE_ZERO
if(1)
color = COLOR_STAGE_ONE
if(2)
color = COLOR_STAGE_TWO
if(3)
color = COLOR_STAGE_THREE
if(4)
color = COLOR_STAGE_FOUR
if(5)
color = COLOR_STAGE_FIVE
light_color = color
update_light()
/// Mainly for admin events.
/obj/effect/portal/permanent
has_lifespan = FALSE
#undef COLOR_STAGE_FIVE
#undef COLOR_STAGE_FOUR
#undef COLOR_STAGE_THREE
#undef COLOR_STAGE_TWO
#undef COLOR_STAGE_ONE
#undef COLOR_STAGE_ZERO