Files
Aurora.3/code/game/objects/effects/portals.dm
2020-04-05 10:24:45 +02:00

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/obj/effect/portal
name = "portal"
desc = "Looks unstable. Best to test it carefully."
icon = 'icons/obj/stationobjs.dmi'
icon_state = "portal"
density = TRUE
unacidable = TRUE //Can't destroy energy portals.
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/obj/target
var/creator
var/precision = TRUE
anchored = TRUE
/obj/effect/portal/CollidedWith(mob/M as mob|obj)
set waitfor = FALSE
if(does_teleport)
src.teleport(M)
/obj/effect/portal/Crossed(AM as mob|obj)
set waitfor = FALSE
if(does_teleport)
src.teleport(AM)
/obj/effect/portal/attack_hand(mob/user as mob)
set waitfor = FALSE
if(does_teleport)
src.teleport(user)
/obj/effect/portal/New(loc, turf/target, creator=null, lifespan=300, precise = 1)
..()
if(target)
src.target = target
if(creator)
src.creator = creator
if(has_lifespan && lifespan > 0)
QDEL_IN(src, lifespan)
precision = precise
/obj/effect/portal/proc/teleport(atom/movable/M as mob|obj)
if(!does_teleport) // just to be safe
return
if(istype(M, /obj/effect)) //sparks don't teleport
return
if (icon_state == "portal1")
return
if (!( target ))
qdel(src)
return
if (istype(M, /atom/movable))
if(prob(failchance)) //oh dear a problem, put em in deep space
src.icon_state = "portal1"
do_teleport(M, locate(rand(5, world.maxx - 5), rand(5, world.maxy -5), 3), 0)
else
do_teleport(M, target, precision)
/obj/effect/portal/spawner
name = "portal"
desc = "Looks like a one-way portal, don't come too close."
description_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 = text2path(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/effect/portal/spawner/phoron
num_of_spawns = 3
spawn_things = list(
"/obj/item/stack/material/phoron" = 10
)
/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
)