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Modernizing Radiation -- TL;DR: Radiation is now a status effect healed by tox healing, and contamination is removed (#62265)
Implements the Modernizing radiation design document ( https://hackmd.io/@tgstation/rJNIyeBHt ) and replaces the current radiation sources with the new system, as well as replacing/removing a bunch of old consumers of radiation that either had no reason to exist, or could be replaced by something else. Diverges from the doc in that items radiation don't go up like explained. I was going to, but items get irradiated so easily that it just feels pretty lame. Items still get irradiated, but it's mostly just so that radiation sources look cooler (wow, lots of stuff around going green), and for things like the geiger counter. Instead of the complicated radiation_wave system, radiation now just checks everything between the radiation source and the potential target, losing power along the way based on the radiation insulation of whats in between. If this reaches too low a point (specified by radiation_pulse consumers), then the radiation will not pass. Otherwise, will roll a chance to irradiate. Uranium structures allow a delay before irradiating, so stay away!
This commit is contained in:
+11
-14
@@ -1,9 +1,9 @@
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#define ARMORID "armor-[melee]-[bullet]-[laser]-[energy]-[bomb]-[bio]-[rad]-[fire]-[acid]-[magic]-[wound]"
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#define ARMORID "armor-[melee]-[bullet]-[laser]-[energy]-[bomb]-[bio]-[fire]-[acid]-[magic]-[wound]"
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/proc/getArmor(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 0, acid = 0, magic = 0, wound = 0)
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/proc/getArmor(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, fire = 0, acid = 0, magic = 0, wound = 0)
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. = locate(ARMORID)
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if (!.)
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. = new /datum/armor(melee, bullet, laser, energy, bomb, bio, rad, fire, acid, magic, wound)
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. = new /datum/armor(melee, bullet, laser, energy, bomb, bio, fire, acid, magic, wound)
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/datum/armor
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datum_flags = DF_USE_TAG
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@@ -13,21 +13,19 @@
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var/energy
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var/bomb
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var/bio
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var/rad
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var/fire
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var/acid
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var/magic
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var/wound
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var/consume
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/datum/armor/New(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 0, acid = 0, magic = 0, wound = 0)
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/datum/armor/New(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, fire = 0, acid = 0, magic = 0, wound = 0)
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src.melee = melee
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src.bullet = bullet
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src.laser = laser
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src.energy = energy
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src.bomb = bomb
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src.bio = bio
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src.rad = rad
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src.fire = fire
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src.acid = acid
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src.magic = magic
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@@ -35,20 +33,19 @@
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src.consume = melee
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tag = ARMORID
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/datum/armor/proc/modifyRating(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 0, acid = 0, magic = 0, wound = 0)
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return getArmor(src.melee+melee, src.bullet+bullet, src.laser+laser, src.energy+energy, src.bomb+bomb, src.bio+bio, src.rad+rad, src.fire+fire, src.acid+acid, src.magic+magic, src.wound+wound)
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/datum/armor/proc/modifyRating(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, fire = 0, acid = 0, magic = 0, wound = 0)
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return getArmor(src.melee+melee, src.bullet+bullet, src.laser+laser, src.energy+energy, src.bomb+bomb, src.bio+bio, src.fire+fire, src.acid+acid, src.magic+magic, src.wound+wound)
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/datum/armor/proc/modifyAllRatings(modifier = 0)
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return getArmor(melee+modifier, bullet+modifier, laser+modifier, energy+modifier, bomb+modifier, bio+modifier, rad+modifier, fire+modifier, acid+modifier, magic+modifier, wound+modifier)
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return getArmor(melee+modifier, bullet+modifier, laser+modifier, energy+modifier, bomb+modifier, bio+modifier, fire+modifier, acid+modifier, magic+modifier, wound+modifier)
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/datum/armor/proc/setRating(melee, bullet, laser, energy, bomb, bio, rad, fire, acid, magic, wound)
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/datum/armor/proc/setRating(melee, bullet, laser, energy, bomb, bio, fire, acid, magic, wound)
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return getArmor((isnull(melee) ? src.melee : melee),\
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(isnull(bullet) ? src.bullet : bullet),\
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(isnull(laser) ? src.laser : laser),\
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(isnull(energy) ? src.energy : energy),\
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(isnull(bomb) ? src.bomb : bomb),\
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(isnull(bio) ? src.bio : bio),\
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(isnull(rad) ? src.rad : rad),\
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(isnull(fire) ? src.fire : fire),\
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(isnull(acid) ? src.acid : acid),\
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(isnull(magic) ? src.magic : magic),\
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@@ -58,13 +55,13 @@
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return vars[rating]
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/datum/armor/proc/getList()
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return list(MELEE = melee, BULLET = bullet, LASER = laser, ENERGY = energy, BOMB = bomb, BIO = bio, RAD = rad, FIRE = fire, ACID = acid, MAGIC = magic, WOUND = wound)
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return list(MELEE = melee, BULLET = bullet, LASER = laser, ENERGY = energy, BOMB = bomb, BIO = bio, FIRE = fire, ACID = acid, MAGIC = magic, WOUND = wound)
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/datum/armor/proc/attachArmor(datum/armor/AA)
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return getArmor(melee+AA.melee, bullet+AA.bullet, laser+AA.laser, energy+AA.energy, bomb+AA.bomb, bio+AA.bio, rad+AA.rad, fire+AA.fire, acid+AA.acid, magic+AA.magic, wound+AA.wound)
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return getArmor(melee+AA.melee, bullet+AA.bullet, laser+AA.laser, energy+AA.energy, bomb+AA.bomb, bio+AA.bio, fire+AA.fire, acid+AA.acid, magic+AA.magic, wound+AA.wound)
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/datum/armor/proc/detachArmor(datum/armor/AA)
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return getArmor(melee-AA.melee, bullet-AA.bullet, laser-AA.laser, energy-AA.energy, bomb-AA.bomb, bio-AA.bio, rad-AA.rad, fire-AA.fire, acid-AA.acid, magic-AA.magic, wound-AA.wound)
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return getArmor(melee-AA.melee, bullet-AA.bullet, laser-AA.laser, energy-AA.energy, bomb-AA.bomb, bio-AA.bio, fire-AA.fire, acid-AA.acid, magic-AA.magic, wound-AA.wound)
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/datum/armor/vv_edit_var(var_name, var_value)
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if (var_name == NAMEOF(src, tag))
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@@ -1,6 +1,6 @@
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/// This component behaves similar to connect_loc, hooking into a signal on a tracked object's turf
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/// It has the ability to react to that signal on behalf of a seperate listener however
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/// This has great use, primarially for components, but it carries with it some overhead
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/// This has great use, primarily for components, but it carries with it some overhead
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/// So we do it seperately as it needs to hold state which is very likely to lead to bugs if it remains as an element.
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/datum/component/connect_loc_behalf
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dupe_mode = COMPONENT_DUPE_UNIQUE
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@@ -0,0 +1,92 @@
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/// Atoms with this component will play sounds depending on nearby radiation
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/datum/component/geiger_sound
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var/datum/looping_sound/geiger/sound
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var/last_parent = null
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/datum/component/geiger_sound/Initialize(...)
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if (!isatom(parent))
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return COMPONENT_INCOMPATIBLE
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/datum/component/geiger_sound/Destroy(force, silent)
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QDEL_NULL(sound)
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if (!isnull(last_parent))
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UnregisterSignal(last_parent, COMSIG_IN_RANGE_OF_IRRADIATION)
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last_parent = null
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return ..()
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/datum/component/geiger_sound/RegisterWithParent()
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sound = new(parent)
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RegisterSignal(parent, COMSIG_IN_RANGE_OF_IRRADIATION, .proc/on_pre_potential_irradiation)
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ADD_TRAIT(parent, TRAIT_BYPASS_EARLY_IRRADIATED_CHECK, REF(src))
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if (isitem(parent))
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var/atom/atom_parent = parent
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RegisterSignal(parent, COMSIG_MOVABLE_MOVED, .proc/on_moved)
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register_to_loc(atom_parent.loc)
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/datum/component/geiger_sound/UnregisterFromParent()
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UnregisterSignal(parent, list(
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COMSIG_MOVABLE_MOVED,
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COMSIG_IN_RANGE_OF_IRRADIATION,
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))
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REMOVE_TRAIT(parent, TRAIT_BYPASS_EARLY_IRRADIATED_CHECK, REF(src))
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/datum/component/geiger_sound/proc/on_pre_potential_irradiation(datum/source, datum/radiation_pulse_information/pulse_information, insulation_to_target)
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SIGNAL_HANDLER
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sound.last_insulation_to_target = insulation_to_target
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sound.last_radiation_pulse = pulse_information
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sound.start()
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addtimer(CALLBACK(sound, /datum/looping_sound/proc/stop), TIME_WITHOUT_RADIATION_BEFORE_RESET, TIMER_UNIQUE | TIMER_OVERRIDE)
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/datum/component/geiger_sound/proc/on_moved(atom/source)
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SIGNAL_HANDLER
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register_to_loc(source.loc)
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/datum/component/geiger_sound/proc/register_to_loc(new_loc)
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if (last_parent == new_loc)
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return
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if (!isnull(last_parent))
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UnregisterSignal(last_parent, COMSIG_IN_RANGE_OF_IRRADIATION)
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last_parent = new_loc
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if (!isnull(new_loc))
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RegisterSignal(new_loc, COMSIG_IN_RANGE_OF_IRRADIATION, .proc/on_pre_potential_irradiation)
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/datum/looping_sound/geiger
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mid_sounds = list(
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list('sound/items/geiger/low1.ogg'=1, 'sound/items/geiger/low2.ogg'=1, 'sound/items/geiger/low3.ogg'=1, 'sound/items/geiger/low4.ogg'=1),
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list('sound/items/geiger/med1.ogg'=1, 'sound/items/geiger/med2.ogg'=1, 'sound/items/geiger/med3.ogg'=1, 'sound/items/geiger/med4.ogg'=1),
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list('sound/items/geiger/high1.ogg'=1, 'sound/items/geiger/high2.ogg'=1, 'sound/items/geiger/high3.ogg'=1, 'sound/items/geiger/high4.ogg'=1),
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list('sound/items/geiger/ext1.ogg'=1, 'sound/items/geiger/ext2.ogg'=1, 'sound/items/geiger/ext3.ogg'=1, 'sound/items/geiger/ext4.ogg'=1)
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)
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mid_length = 2
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volume = 25
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var/datum/radiation_pulse_information/last_radiation_pulse
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var/last_insulation_to_target
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/datum/looping_sound/geiger/Destroy()
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last_radiation_pulse = null
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return ..()
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/datum/looping_sound/geiger/get_sound(starttime)
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if (isnull(last_radiation_pulse))
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return null
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return ..(starttime, mid_sounds[get_perceived_radiation_danger(last_radiation_pulse, last_insulation_to_target)])
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/datum/looping_sound/geiger/stop()
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. = ..()
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last_radiation_pulse = null
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@@ -0,0 +1,72 @@
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#define GORILLA_MUTATION_CHANCE_PER_SECOND 0.25
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#define GORILLA_MUTATION_MINIMUM_DAMAGE 2500
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/// Genetic damage, given by DNA consoles, will start to deal toxin damage
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/// past a certain threshold, and will go down consistently.
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/// Adding multiple of this component will increase the total damage.
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/// Can turn monkeys into gorillas.
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/datum/component/genetic_damage
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dupe_mode = COMPONENT_DUPE_UNIQUE
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/// The total genetic damage on the mob
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var/total_damage = 0
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/// The amount of genetic damage a mob can sustain before taking damage
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var/minimum_before_damage = 500
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/// The amount of genetic damage to remove per second
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var/remove_per_second = 1 / 3
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/// The amount of toxin damage to deal per second, if over the minimum before taking damage
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var/toxin_damage_per_second = 1 / 3
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/datum/component/genetic_damage/Initialize(genetic_damage)
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if (!isliving(parent))
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return COMPONENT_INCOMPATIBLE
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src.total_damage = genetic_damage
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START_PROCESSING(SSprocessing, src)
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/datum/component/genetic_damage/RegisterWithParent()
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RegisterSignal(parent, COMSIG_LIVING_HEALTHSCAN, .proc/on_healthscan)
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/datum/component/genetic_damage/UnregisterFromParent()
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UnregisterSignal(parent, COMSIG_LIVING_HEALTHSCAN)
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/datum/component/genetic_damage/Destroy(force, silent)
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STOP_PROCESSING(SSprocessing, src)
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return ..()
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/datum/component/genetic_damage/InheritComponent(datum/component/genetic_damage/old_component)
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total_damage += old_component.total_damage
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/datum/component/genetic_damage/process(delta_time)
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if (ismonkey(parent) && total_damage >= GORILLA_MUTATION_MINIMUM_DAMAGE && DT_PROB(GORILLA_MUTATION_CHANCE_PER_SECOND, delta_time))
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var/mob/living/carbon/carbon_parent = parent
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carbon_parent.gorillize()
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qdel(src)
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return PROCESS_KILL
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if (total_damage >= minimum_before_damage)
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var/mob/living/living_mob = parent
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living_mob.adjustToxLoss(toxin_damage_per_second * delta_time)
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total_damage -= remove_per_second * delta_time
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if (total_damage <= 0)
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qdel(src)
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return PROCESS_KILL
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/datum/component/genetic_damage/proc/on_healthscan(datum/source, list/render_list, advanced)
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SIGNAL_HANDLER
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if (advanced)
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render_list += "<span class='alert ml-1'>Genetic damage: [round(total_damage / minimum_before_damage * 100, 0.1)]%</span>\n"
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else if (total_damage >= minimum_before_damage)
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render_list += "<span class='alert ml-1'>Severe genetic damage detected.</span>\n"
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else
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render_list += "<span class='alert ml-1'>Minor genetic damage detected.</span>\n"
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#undef GORILLA_MUTATION_CHANCE_PER_SECOND
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#undef GORILLA_MUTATION_MINIMUM_DAMAGE
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@@ -0,0 +1,201 @@
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#define RADIATION_IMMEDIATE_TOX_DAMAGE 10
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#define RADIATION_TOX_DAMAGE_PER_INTERVAL 2
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#define RADIATION_TOX_INTERVAL (25 SECONDS)
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#define RADIATION_BURN_SPLOTCH_DAMAGE 11
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#define RADIATION_BURN_INTERVAL_MIN (30 SECONDS)
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#define RADIATION_BURN_INTERVAL_MAX (60 SECONDS)
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// Showers process on SSmachines
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#define RADIATION_CLEAN_IMMUNITY_TIME (SSMACHINES_DT + (1 SECONDS))
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/// This atom is irradiated, and will glow green.
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/// Humans will take toxin damage until all their toxin damage is cleared.
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/// Items will attempt to irradiate whoever is holding them, as well as whatever they are inside.
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/datum/component/irradiated
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dupe_mode = COMPONENT_DUPE_UNIQUE
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var/beginning_of_irradiation
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var/burn_splotch_timer_id
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COOLDOWN_DECLARE(clean_cooldown)
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COOLDOWN_DECLARE(last_tox_damage)
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/datum/component/irradiated/Initialize()
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if (!CAN_IRRADIATE(parent))
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return COMPONENT_INCOMPATIBLE
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// This isn't incompatible, it's just wrong
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if (HAS_TRAIT(parent, TRAIT_RADIMMUNE))
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qdel(src)
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return
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ADD_TRAIT(parent, TRAIT_IRRADIATED, REF(src))
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create_glow()
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beginning_of_irradiation = world.time
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if (ishuman(parent))
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var/mob/living/carbon/human/human_parent = parent
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human_parent.apply_damage(RADIATION_IMMEDIATE_TOX_DAMAGE, TOX)
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START_PROCESSING(SSobj, src)
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COOLDOWN_START(src, last_tox_damage, RADIATION_TOX_INTERVAL)
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start_burn_splotch_timer()
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human_parent.throw_alert("irradiated", /atom/movable/screen/alert/irradiated)
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/datum/component/irradiated/RegisterWithParent()
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RegisterSignal(parent, COMSIG_COMPONENT_CLEAN_ACT, .proc/on_clean)
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RegisterSignal(parent, COMSIG_GEIGER_COUNTER_SCAN, .proc/on_geiger_counter_scan)
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/datum/component/irradiated/UnregisterFromParent()
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UnregisterSignal(parent, list(
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COMSIG_COMPONENT_CLEAN_ACT,
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COMSIG_GEIGER_COUNTER_SCAN,
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))
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/datum/component/irradiated/Destroy(force, silent)
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var/atom/movable/parent_movable = parent
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if (istype(parent_movable))
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parent_movable.remove_filter("rad_glow")
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var/mob/living/carbon/human/human_parent = parent
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if (istype(human_parent))
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human_parent.clear_alert("irradiated")
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REMOVE_TRAIT(parent, TRAIT_IRRADIATED, REF(src))
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deltimer(burn_splotch_timer_id)
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STOP_PROCESSING(SSobj, src)
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return ..()
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/datum/component/irradiated/process(delta_time)
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if (!ishuman(parent))
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return PROCESS_KILL
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if (HAS_TRAIT(parent, TRAIT_RADIMMUNE))
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qdel(src)
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return PROCESS_KILL
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var/mob/living/carbon/human/human_parent = parent
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if (human_parent.getToxLoss() == 0)
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qdel(src)
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return PROCESS_KILL
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if (should_halt_effects(parent))
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return
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|
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if (human_parent.stat > DEAD)
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human_parent.dna?.species?.handle_radiation(human_parent, world.time - beginning_of_irradiation, delta_time)
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process_tox_damage(human_parent, delta_time)
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/datum/component/irradiated/proc/should_halt_effects(mob/living/carbon/human/target)
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if (IS_IN_STASIS(target))
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return TRUE
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|
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if (HAS_TRAIT(target, TRAIT_HALT_RADIATION_EFFECTS))
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return TRUE
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|
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if (!COOLDOWN_FINISHED(src, clean_cooldown))
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return TRUE
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return FALSE
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/datum/component/irradiated/proc/process_tox_damage(mob/living/carbon/human/target, delta_time)
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if (!COOLDOWN_FINISHED(src, last_tox_damage))
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return
|
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|
||||
target.apply_damage(RADIATION_TOX_DAMAGE_PER_INTERVAL, TOX)
|
||||
COOLDOWN_START(src, last_tox_damage, RADIATION_TOX_INTERVAL)
|
||||
|
||||
/datum/component/irradiated/proc/start_burn_splotch_timer()
|
||||
addtimer(CALLBACK(src, .proc/give_burn_splotches), rand(RADIATION_BURN_INTERVAL_MIN, RADIATION_BURN_INTERVAL_MAX), TIMER_STOPPABLE)
|
||||
|
||||
/datum/component/irradiated/proc/give_burn_splotches()
|
||||
// This shouldn't be possible, but just in case.
|
||||
if (QDELETED(src))
|
||||
return
|
||||
|
||||
start_burn_splotch_timer()
|
||||
|
||||
var/mob/living/carbon/human/human_parent = parent
|
||||
|
||||
if (should_halt_effects(parent))
|
||||
return
|
||||
|
||||
var/obj/affected_limb = human_parent.get_bodypart(ran_zone())
|
||||
human_parent.visible_message(
|
||||
span_boldwarning("[human_parent]'s [affected_limb.name] bubbles unnaturally, then bursts into blisters!"),
|
||||
span_boldwarning("Your [affected_limb.name] bubbles unnaturally, then bursts into blisters!"),
|
||||
)
|
||||
|
||||
if (human_parent.is_blind())
|
||||
to_chat(human_parent, span_boldwarning("Your [affected_limb.name] feels like it's bubbling, then burns like hell!"))
|
||||
|
||||
human_parent.apply_damage(RADIATION_BURN_SPLOTCH_DAMAGE, BURN, affected_limb)
|
||||
playsound(
|
||||
human_parent,
|
||||
pick('sound/effects/wounds/sizzle1.ogg', 'sound/effects/wounds/sizzle2.ogg'),
|
||||
50,
|
||||
vary = TRUE,
|
||||
)
|
||||
|
||||
/datum/component/irradiated/proc/create_glow()
|
||||
var/atom/movable/parent_movable = parent
|
||||
if (!istype(parent_movable))
|
||||
return
|
||||
|
||||
parent_movable.add_filter("rad_glow", 2, list("type" = "outline", "color" = "#39ff1430", "size" = 2))
|
||||
addtimer(CALLBACK(src, .proc/start_glow_loop, parent_movable), rand(0.1 SECONDS, 1.9 SECONDS)) // Things should look uneven
|
||||
|
||||
/datum/component/irradiated/proc/start_glow_loop(atom/movable/parent_movable)
|
||||
var/filter = parent_movable.get_filter("rad_glow")
|
||||
if (!filter)
|
||||
return
|
||||
|
||||
animate(filter, alpha = 110, time = 1.5 SECONDS, loop = -1)
|
||||
animate(alpha = 40, time = 2.5 SECONDS)
|
||||
|
||||
/datum/component/irradiated/proc/on_clean(datum/source, clean_types)
|
||||
SIGNAL_HANDLER
|
||||
|
||||
if (!(clean_types & CLEAN_TYPE_RADIATION))
|
||||
return
|
||||
|
||||
if (isitem(parent))
|
||||
qdel(src)
|
||||
return COMPONENT_CLEANED
|
||||
|
||||
COOLDOWN_START(src, clean_cooldown, RADIATION_CLEAN_IMMUNITY_TIME)
|
||||
|
||||
/datum/component/irradiated/proc/on_geiger_counter_scan(datum/source, mob/user, obj/item/geiger_counter/geiger_counter)
|
||||
SIGNAL_HANDLER
|
||||
|
||||
if (isliving(source))
|
||||
var/mob/living/living_source = source
|
||||
to_chat(user, span_boldannounce("[icon2html(geiger_counter, user)] Subject is irradiated. Contamination traces back to roughly [DisplayTimeText(world.time - beginning_of_irradiation, 5)] ago. Current toxin levels: [living_source.getToxLoss()]."))
|
||||
else
|
||||
// In case the green wasn't obvious enough...
|
||||
to_chat(user, span_boldannounce("[icon2html(geiger_counter, user)] Target is irradiated."))
|
||||
|
||||
return COMSIG_GEIGER_COUNTER_SCAN_SUCCESSFUL
|
||||
|
||||
/atom/movable/screen/alert/irradiated
|
||||
name = "Irradiated"
|
||||
desc = "You're irradiated! Heal your toxins quick, and stand under a shower to halt the incoming damage."
|
||||
icon_state = "irradiated"
|
||||
|
||||
#undef RADIATION_BURN_SPLOTCH_DAMAGE
|
||||
#undef RADIATION_BURN_INTERVAL_MIN
|
||||
#undef RADIATION_BURN_INTERVAL_MAX
|
||||
#undef RADIATION_CLEAN_IMMUNITY_TIME
|
||||
#undef RADIATION_IMMEDIATE_TOX_DAMAGE
|
||||
#undef RADIATION_TOX_INTERVAL
|
||||
#undef RADIATION_TOX_DAMAGE_PER_INTERVAL
|
||||
@@ -0,0 +1,55 @@
|
||||
// Should be more than any minimum exposure time coming in
|
||||
#define TIME_UNTIL_DELETION (10 SECONDS)
|
||||
|
||||
/// Begins the countdown before a target can be irradiated.
|
||||
/// Added by the radiation subsystem when a pulse information has a minimum exposure time.
|
||||
/// Will clear itself out after a while.
|
||||
/datum/component/radiation_countdown
|
||||
/// The time this component was added
|
||||
var/time_added
|
||||
|
||||
/// The shortest minimum time before being irradiated.
|
||||
/// If the source has an attempted irradiation again outside this timeframe, it will go through.
|
||||
var/minimum_exposure_time
|
||||
|
||||
/datum/component/radiation_countdown/Initialize(minimum_exposure_time)
|
||||
if (!CAN_IRRADIATE(parent))
|
||||
return COMPONENT_INCOMPATIBLE
|
||||
|
||||
src.minimum_exposure_time = minimum_exposure_time
|
||||
|
||||
time_added = world.time
|
||||
|
||||
to_chat(parent, span_userdanger("The air around you feels warm...perhaps you should go somewhere else."))
|
||||
|
||||
start_deletion_timer()
|
||||
|
||||
/datum/component/radiation_countdown/proc/start_deletion_timer()
|
||||
addtimer(CALLBACK(src, .proc/remove_self), TIME_UNTIL_DELETION, TIMER_UNIQUE | TIMER_OVERRIDE)
|
||||
|
||||
/datum/component/radiation_countdown/proc/remove_self()
|
||||
if (!HAS_TRAIT(parent, TRAIT_IRRADIATED))
|
||||
to_chat(parent, span_notice("The air here feels safer."))
|
||||
|
||||
qdel(src)
|
||||
|
||||
/datum/component/radiation_countdown/RegisterWithParent()
|
||||
RegisterSignal(parent, COMSIG_IN_THRESHOLD_OF_IRRADIATION, .proc/on_pre_potential_irradiation_within_range)
|
||||
|
||||
/datum/component/radiation_countdown/UnregisterFromParent()
|
||||
UnregisterSignal(parent, COMSIG_IN_THRESHOLD_OF_IRRADIATION)
|
||||
|
||||
/datum/component/radiation_countdown/proc/on_pre_potential_irradiation_within_range(datum/source, datum/radiation_pulse_information/pulse_information)
|
||||
SIGNAL_HANDLER
|
||||
|
||||
minimum_exposure_time = min(minimum_exposure_time, pulse_information.minimum_exposure_time)
|
||||
|
||||
start_deletion_timer()
|
||||
|
||||
// Played with fire, now you might be getting irradiated.
|
||||
if (world.time - time_added >= minimum_exposure_time)
|
||||
return SKIP_MINIMUM_EXPOSURE_TIME_CHECK
|
||||
|
||||
return CANCEL_IRRADIATION
|
||||
|
||||
#undef TIME_UNTIL_DELETION
|
||||
@@ -1,122 +0,0 @@
|
||||
#define RAD_AMOUNT_LOW 50
|
||||
#define RAD_AMOUNT_MEDIUM 200
|
||||
#define RAD_AMOUNT_HIGH 500
|
||||
#define RAD_AMOUNT_EXTREME 1000
|
||||
|
||||
/datum/component/radioactive
|
||||
dupe_mode = COMPONENT_DUPE_UNIQUE_PASSARGS
|
||||
|
||||
var/source
|
||||
var/hl3_release_date //the half-life measured in ticks
|
||||
var/strength
|
||||
var/can_contaminate
|
||||
|
||||
/datum/component/radioactive/Initialize(_strength=0, _source, _half_life=RAD_HALF_LIFE, _can_contaminate=TRUE)
|
||||
strength = _strength
|
||||
source = _source
|
||||
hl3_release_date = _half_life
|
||||
can_contaminate = _can_contaminate
|
||||
if(istype(parent, /atom))
|
||||
RegisterSignal(parent, COMSIG_PARENT_EXAMINE, .proc/rad_examine)
|
||||
RegisterSignal(parent, COMSIG_COMPONENT_CLEAN_ACT, .proc/rad_clean)
|
||||
if(istype(parent, /obj/item))
|
||||
RegisterSignal(parent, COMSIG_ITEM_ATTACK, .proc/rad_attack)
|
||||
RegisterSignal(parent, COMSIG_ITEM_ATTACK_OBJ, .proc/rad_attack)
|
||||
else
|
||||
return COMPONENT_INCOMPATIBLE
|
||||
if(strength > RAD_MINIMUM_CONTAMINATION)
|
||||
SSradiation.warn(src)
|
||||
//Let's make er glow
|
||||
//This relies on parent not being a turf or something. IF YOU CHANGE THAT, CHANGE THIS
|
||||
var/atom/movable/master = parent
|
||||
master.add_filter("rad_glow", 2, list("type" = "outline", "color" = "#39ff1430", "size" = 2))
|
||||
addtimer(CALLBACK(src, .proc/glow_loop, master), rand(1,19))//Things should look uneven
|
||||
START_PROCESSING(SSradiation, src)
|
||||
|
||||
/datum/component/radioactive/Destroy()
|
||||
STOP_PROCESSING(SSradiation, src)
|
||||
var/atom/movable/master = parent
|
||||
master.remove_filter("rad_glow")
|
||||
return ..()
|
||||
|
||||
/datum/component/radioactive/process(delta_time)
|
||||
if(!DT_PROB(50, delta_time))
|
||||
return
|
||||
radiation_pulse(parent, strength, RAD_DISTANCE_COEFFICIENT*2, FALSE, can_contaminate)
|
||||
if(!hl3_release_date)
|
||||
return
|
||||
strength -= strength / hl3_release_date
|
||||
if(strength <= RAD_BACKGROUND_RADIATION)
|
||||
qdel(src)
|
||||
return PROCESS_KILL
|
||||
|
||||
/datum/component/radioactive/proc/glow_loop(atom/movable/master)
|
||||
var/filter = master.get_filter("rad_glow")
|
||||
if(filter)
|
||||
animate(filter, alpha = 110, time = 15, loop = -1)
|
||||
animate(alpha = 40, time = 25)
|
||||
|
||||
/datum/component/radioactive/InheritComponent(datum/component/C, i_am_original, _strength, _source, _half_life, _can_contaminate)
|
||||
if(!i_am_original)
|
||||
return
|
||||
if(!hl3_release_date) // Permanently radioactive things don't get to grow stronger
|
||||
return
|
||||
if(C)
|
||||
var/datum/component/radioactive/other = C
|
||||
strength = max(strength, other.strength)
|
||||
else
|
||||
strength = max(strength, _strength)
|
||||
|
||||
/datum/component/radioactive/proc/rad_examine(datum/source, mob/user, list/out)
|
||||
SIGNAL_HANDLER
|
||||
|
||||
var/atom/master = parent
|
||||
|
||||
var/list/fragments = list()
|
||||
if(get_dist(master, user) <= 1)
|
||||
fragments += "The air around [master] feels warm"
|
||||
switch(strength)
|
||||
if(0 to RAD_AMOUNT_LOW)
|
||||
if(length(fragments))
|
||||
fragments += "."
|
||||
if(RAD_AMOUNT_LOW to RAD_AMOUNT_MEDIUM)
|
||||
fragments += "[length(fragments) ? " and [master.p_they()] " : "[master] "]feel[master.p_s()] weird to look at."
|
||||
if(RAD_AMOUNT_MEDIUM to RAD_AMOUNT_HIGH)
|
||||
fragments += "[length(fragments) ? " and [master.p_they()] " : "[master] "]seem[master.p_s()] to be glowing a bit."
|
||||
if(RAD_AMOUNT_HIGH to INFINITY) //At this level the object can contaminate other objects
|
||||
fragments += "[length(fragments) ? " and [master.p_they()] " : "[master] "]hurt[master.p_s()] to look at."
|
||||
|
||||
if(length(fragments))
|
||||
out += span_warning("[fragments.Join()]")
|
||||
|
||||
/datum/component/radioactive/proc/rad_attack(datum/source, atom/movable/target, mob/living/user)
|
||||
SIGNAL_HANDLER
|
||||
|
||||
radiation_pulse(parent, strength/20)
|
||||
target.rad_act(strength/2)
|
||||
if(!hl3_release_date)
|
||||
return
|
||||
strength -= strength / hl3_release_date
|
||||
|
||||
/datum/component/radioactive/proc/rad_clean(datum/source, clean_types)
|
||||
SIGNAL_HANDLER
|
||||
|
||||
if(QDELETED(src))
|
||||
return COMPONENT_CLEANED
|
||||
|
||||
if(!(clean_types & CLEAN_TYPE_RADIATION))
|
||||
return COMPONENT_CLEANED
|
||||
|
||||
if(!(clean_types & CLEAN_TYPE_WEAK))
|
||||
qdel(src)
|
||||
return COMPONENT_CLEANED
|
||||
|
||||
strength = max(0, (strength - (RAD_BACKGROUND_RADIATION * 2)))
|
||||
if(strength <= RAD_BACKGROUND_RADIATION)
|
||||
qdel(src)
|
||||
return COMPONENT_CLEANED
|
||||
|
||||
#undef RAD_AMOUNT_LOW
|
||||
#undef RAD_AMOUNT_MEDIUM
|
||||
#undef RAD_AMOUNT_HIGH
|
||||
#undef RAD_AMOUNT_EXTREME
|
||||
@@ -529,20 +529,7 @@
|
||||
cellular_damage = TRUE
|
||||
|
||||
/datum/symptom/heal/radiation/CanHeal(datum/disease/advance/A)
|
||||
var/mob/living/M = A.affected_mob
|
||||
switch(M.radiation)
|
||||
if(0)
|
||||
return FALSE
|
||||
if(1 to RAD_MOB_SAFE)
|
||||
return 0.25
|
||||
if(RAD_MOB_SAFE to RAD_BURN_THRESHOLD)
|
||||
return 0.5
|
||||
if(RAD_BURN_THRESHOLD to RAD_MOB_MUTATE)
|
||||
return 0.75
|
||||
if(RAD_MOB_MUTATE to RAD_MOB_KNOCKDOWN)
|
||||
return 1
|
||||
else
|
||||
return 1.5
|
||||
return HAS_TRAIT(A.affected_mob, TRAIT_IRRADIATED) ? power : 0
|
||||
|
||||
/datum/symptom/heal/radiation/Heal(mob/living/carbon/M, datum/disease/advance/A, actual_power)
|
||||
var/heal_amt = actual_power
|
||||
|
||||
@@ -1,34 +0,0 @@
|
||||
/datum/element/rad_insulation
|
||||
element_flags = ELEMENT_DETACH | ELEMENT_BESPOKE
|
||||
id_arg_index = 2
|
||||
var/amount // Multiplier for radiation strength passing through
|
||||
|
||||
/datum/element/rad_insulation/Attach(datum/target, _amount=RAD_MEDIUM_INSULATION, protects=TRUE, contamination_proof=TRUE)
|
||||
. = ..()
|
||||
if(!isatom(target))
|
||||
return COMPONENT_INCOMPATIBLE
|
||||
|
||||
if(protects) // Does this protect things in its contents from being affected?
|
||||
RegisterSignal(target, COMSIG_ATOM_RAD_PROBE, .proc/rad_probe_react)
|
||||
if(contamination_proof) // Can this object be contaminated?
|
||||
RegisterSignal(target, COMSIG_ATOM_RAD_CONTAMINATING, .proc/rad_contaminating)
|
||||
if(_amount != 1) // If it's 1 it won't have any impact on radiation passing through anyway
|
||||
RegisterSignal(target, COMSIG_ATOM_RAD_WAVE_PASSING, .proc/rad_pass)
|
||||
|
||||
amount = _amount
|
||||
|
||||
/datum/element/rad_insulation/proc/rad_probe_react(datum/source)
|
||||
SIGNAL_HANDLER
|
||||
|
||||
return COMPONENT_BLOCK_RADIATION
|
||||
|
||||
/datum/element/rad_insulation/proc/rad_contaminating(datum/source, strength)
|
||||
SIGNAL_HANDLER
|
||||
|
||||
return COMPONENT_BLOCK_CONTAMINATION
|
||||
|
||||
/datum/element/rad_insulation/proc/rad_pass(datum/source, datum/radiation_wave/wave, width)
|
||||
SIGNAL_HANDLER
|
||||
|
||||
wave.intensity = wave.intensity*(1-((1-amount)/width)) // The further out the rad wave goes the less it's affected by insulation (larger width)
|
||||
return COMPONENT_RAD_WAVE_HANDLED
|
||||
@@ -0,0 +1,25 @@
|
||||
/// Marks the item as being radiation protected.
|
||||
/// Adds the TRAIT_RADIATION_PROTECTED_CLOTHING trait, as well as adding an
|
||||
/// extra bit to the examine descrpition.
|
||||
/datum/element/radiation_protected_clothing
|
||||
element_flags = ELEMENT_DETACH
|
||||
|
||||
/datum/element/radiation_protected_clothing/Attach(datum/target)
|
||||
. = ..()
|
||||
|
||||
if (!isclothing(target))
|
||||
return ELEMENT_INCOMPATIBLE
|
||||
|
||||
ADD_TRAIT(target, TRAIT_RADIATION_PROTECTED_CLOTHING, REF(src))
|
||||
RegisterSignal(target, COMSIG_PARENT_EXAMINE, .proc/on_examine)
|
||||
|
||||
/datum/element/radiation_protected_clothing/Detach(datum/source, ...)
|
||||
REMOVE_TRAIT(source, TRAIT_RADIATION_PROTECTED_CLOTHING, REF(src))
|
||||
UnregisterSignal(source, COMSIG_PARENT_EXAMINE)
|
||||
|
||||
return ..()
|
||||
|
||||
/datum/element/radiation_protected_clothing/proc/on_examine(datum/source, mob/user, list/examine_text)
|
||||
SIGNAL_HANDLER
|
||||
|
||||
examine_text += span_notice("A patch with a hazmat sign on the side suggests it would <b>protect you from radiation</b>.")
|
||||
@@ -0,0 +1,38 @@
|
||||
#define DELAY_BETWEEN_RADIATION_PULSES (3 SECONDS)
|
||||
|
||||
/// This atom will regularly pulse radiation.
|
||||
/// As this is only applied on uranium objects for now, this defaults to uranium constants.
|
||||
/datum/element/radioactive
|
||||
element_flags = ELEMENT_DETACH
|
||||
|
||||
var/list/radioactive_objects = list()
|
||||
|
||||
/datum/element/radioactive/New()
|
||||
START_PROCESSING(SSdcs, src)
|
||||
|
||||
/datum/element/radioactive/Attach(datum/target)
|
||||
. = ..()
|
||||
|
||||
radioactive_objects[target] = world.time
|
||||
|
||||
/datum/element/radioactive/Detach(datum/source, ...)
|
||||
radioactive_objects -= source
|
||||
|
||||
return ..()
|
||||
|
||||
/datum/element/radioactive/process(delta_time)
|
||||
for (var/radioactive_object in radioactive_objects)
|
||||
if (world.time - radioactive_objects[radioactive_object] < DELAY_BETWEEN_RADIATION_PULSES)
|
||||
continue
|
||||
|
||||
radiation_pulse(
|
||||
radioactive_object,
|
||||
max_range = 3,
|
||||
threshold = RAD_LIGHT_INSULATION,
|
||||
chance = URANIUM_IRRADIATION_CHANCE,
|
||||
minimum_exposure_time = URANIUM_RADIATION_MINIMUM_EXPOSURE_TIME,
|
||||
)
|
||||
|
||||
radioactive_objects[radioactive_object] = world.time
|
||||
|
||||
#undef DELAY_BETWEEN_RADIATION_PULSES
|
||||
@@ -1,41 +1,3 @@
|
||||
#define RAD_GEIGER_LOW 100 // Geiger counter sound thresholds
|
||||
#define RAD_GEIGER_MEDIUM 500
|
||||
#define RAD_GEIGER_HIGH 1000
|
||||
|
||||
/datum/looping_sound/geiger
|
||||
mid_sounds = list(
|
||||
list('sound/items/geiger/low1.ogg'=1, 'sound/items/geiger/low2.ogg'=1, 'sound/items/geiger/low3.ogg'=1, 'sound/items/geiger/low4.ogg'=1),
|
||||
list('sound/items/geiger/med1.ogg'=1, 'sound/items/geiger/med2.ogg'=1, 'sound/items/geiger/med3.ogg'=1, 'sound/items/geiger/med4.ogg'=1),
|
||||
list('sound/items/geiger/high1.ogg'=1, 'sound/items/geiger/high2.ogg'=1, 'sound/items/geiger/high3.ogg'=1, 'sound/items/geiger/high4.ogg'=1),
|
||||
list('sound/items/geiger/ext1.ogg'=1, 'sound/items/geiger/ext2.ogg'=1, 'sound/items/geiger/ext3.ogg'=1, 'sound/items/geiger/ext4.ogg'=1)
|
||||
)
|
||||
mid_length = 2
|
||||
volume = 25
|
||||
var/last_radiation
|
||||
|
||||
/datum/looping_sound/geiger/get_sound(starttime)
|
||||
var/danger
|
||||
switch(last_radiation)
|
||||
if(RAD_BACKGROUND_RADIATION to RAD_GEIGER_LOW)
|
||||
danger = 1
|
||||
if(RAD_GEIGER_LOW to RAD_GEIGER_MEDIUM)
|
||||
danger = 2
|
||||
if(RAD_GEIGER_MEDIUM to RAD_GEIGER_HIGH)
|
||||
danger = 3
|
||||
if(RAD_GEIGER_HIGH to INFINITY)
|
||||
danger = 4
|
||||
else
|
||||
return null
|
||||
return ..(starttime, mid_sounds[danger])
|
||||
|
||||
/datum/looping_sound/geiger/stop()
|
||||
. = ..()
|
||||
last_radiation = 0
|
||||
|
||||
#undef RAD_GEIGER_LOW
|
||||
#undef RAD_GEIGER_MEDIUM
|
||||
#undef RAD_GEIGER_HIGH
|
||||
|
||||
/datum/looping_sound/reverse_bear_trap
|
||||
mid_sounds = list('sound/effects/clock_tick.ogg')
|
||||
mid_length = 3.5
|
||||
|
||||
@@ -216,4 +216,4 @@
|
||||
heat_protection = HANDS
|
||||
max_heat_protection_temperature = GLOVES_MAX_TEMP_PROTECT
|
||||
resistance_flags = NONE
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 80, ACID = 50)
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 80, ACID = 50)
|
||||
|
||||
@@ -33,7 +33,7 @@ Simple datum which is instanced once per type and is used for every object of sa
|
||||
///This is the amount of value per 1 unit of the material
|
||||
var/value_per_unit = 0
|
||||
///Armor modifiers, multiplies an items normal armor vars by these amounts.
|
||||
var/armor_modifiers = list(MELEE = 1, BULLET = 1, LASER = 1, ENERGY = 1, BOMB = 1, BIO = 1, RAD = 1, FIRE = 1, ACID = 1)
|
||||
var/armor_modifiers = list(MELEE = 1, BULLET = 1, LASER = 1, ENERGY = 1, BOMB = 1, BIO = 1, FIRE = 1, ACID = 1)
|
||||
///How beautiful is this material per unit.
|
||||
var/beauty_modifier = 0
|
||||
///Can be used to override the sound items make, lets add some SLOSHing.
|
||||
|
||||
@@ -36,7 +36,7 @@
|
||||
value_per_unit = 0.135
|
||||
strength_modifier = 1.25
|
||||
integrity_modifier = 1.5 // Heavy duty.
|
||||
armor_modifiers = list(MELEE = 1.4, BULLET = 1.4, LASER = 1.1, ENERGY = 1.1, BOMB = 1.5, BIO = 1, RAD = 1.5, FIRE = 1.1, ACID = 1)
|
||||
armor_modifiers = list(MELEE = 1.4, BULLET = 1.4, LASER = 1.1, ENERGY = 1.1, BOMB = 1.5, BIO = 1, FIRE = 1.1, ACID = 1)
|
||||
sheet_type = /obj/item/stack/sheet/plasteel
|
||||
categories = list(MAT_CATEGORY_RIGID=TRUE, MAT_CATEGORY_BASE_RECIPES=TRUE, MAT_CATEGORY_ITEM_MATERIAL=TRUE)
|
||||
composition = list(/datum/material/iron=1, /datum/material/plasma=1)
|
||||
@@ -69,7 +69,7 @@
|
||||
value_per_unit = 0.225
|
||||
strength_modifier = 0.9 // It's a lightweight alloy.
|
||||
integrity_modifier = 1.3
|
||||
armor_modifiers = list(MELEE = 1.1, BULLET = 1.1, LASER = 1.4, ENERGY = 1.4, BOMB = 1.1, BIO = 1.2, RAD = 1.1, FIRE = 1.5, ACID = 1)
|
||||
armor_modifiers = list(MELEE = 1.1, BULLET = 1.1, LASER = 1.4, ENERGY = 1.4, BOMB = 1.1, BIO = 1.2, FIRE = 1.5, ACID = 1)
|
||||
sheet_type = /obj/item/stack/sheet/mineral/plastitanium
|
||||
categories = list(MAT_CATEGORY_RIGID=TRUE, MAT_CATEGORY_BASE_RECIPES=TRUE, MAT_CATEGORY_ITEM_MATERIAL=TRUE)
|
||||
composition = list(/datum/material/titanium=1, /datum/material/plasma=1)
|
||||
@@ -86,7 +86,7 @@
|
||||
alpha = 150
|
||||
init_flags = MATERIAL_INIT_MAPLOAD
|
||||
integrity_modifier = 0.5
|
||||
armor_modifiers = list(MELEE = 0.8, BULLET = 0.8, LASER = 1.2, ENERGY = 1.2, BOMB = 0.3, BIO = 1.2, RAD = 1, FIRE = 2, ACID = 2)
|
||||
armor_modifiers = list(MELEE = 0.8, BULLET = 0.8, LASER = 1.2, ENERGY = 1.2, BOMB = 0.3, BIO = 1.2, FIRE = 2, ACID = 2)
|
||||
sheet_type = /obj/item/stack/sheet/plasmaglass
|
||||
shard_type = /obj/item/shard/plasma
|
||||
value_per_unit = 0.075
|
||||
@@ -104,7 +104,7 @@
|
||||
greyscale_colors = "#cfbee0"
|
||||
alpha = 150
|
||||
init_flags = MATERIAL_INIT_MAPLOAD
|
||||
armor_modifiers = list(MELEE = 1.2, BULLET = 1.2, LASER = 0.8, ENERGY = 0.8, BOMB = 0.5, BIO = 1.2, RAD = 1, FIRE = 0.8, ACID = 2)
|
||||
armor_modifiers = list(MELEE = 1.2, BULLET = 1.2, LASER = 0.8, ENERGY = 0.8, BOMB = 0.5, BIO = 1.2, FIRE = 0.8, ACID = 2)
|
||||
sheet_type = /obj/item/stack/sheet/titaniumglass
|
||||
shard_type = /obj/item/shard
|
||||
value_per_unit = 0.04
|
||||
@@ -123,7 +123,7 @@
|
||||
alpha = 150
|
||||
init_flags = MATERIAL_INIT_MAPLOAD
|
||||
integrity_modifier = 1.1
|
||||
armor_modifiers = list(MELEE = 1.2, BULLET = 1.2, LASER = 1.2, ENERGY = 1.2, BOMB = 0.5, BIO = 1.2, RAD = 1, FIRE = 2, ACID = 2)
|
||||
armor_modifiers = list(MELEE = 1.2, BULLET = 1.2, LASER = 1.2, ENERGY = 1.2, BOMB = 0.5, BIO = 1.2, FIRE = 2, ACID = 2)
|
||||
sheet_type = /obj/item/stack/sheet/plastitaniumglass
|
||||
shard_type = /obj/item/shard/plasma
|
||||
value_per_unit = 0.125
|
||||
@@ -144,7 +144,7 @@
|
||||
init_flags = MATERIAL_INIT_MAPLOAD
|
||||
strength_modifier = 1.5 // It's twice the density of plasteel and just as durable. Getting hit with it is going to HURT.
|
||||
integrity_modifier = 1.5
|
||||
armor_modifiers = list(MELEE = 1.4, BULLET = 1.4, LASER = 1.2, ENERGY = 1.2, BOMB = 1.5, BIO = 1.2, RAD = 1.5, FIRE = 1.2, ACID = 1.2)
|
||||
armor_modifiers = list(MELEE = 1.4, BULLET = 1.4, LASER = 1.2, ENERGY = 1.2, BOMB = 1.5, BIO = 1.2, FIRE = 1.2, ACID = 1.2)
|
||||
sheet_type = /obj/item/stack/sheet/mineral/abductor
|
||||
value_per_unit = 0.4
|
||||
categories = list(MAT_CATEGORY_RIGID=TRUE, MAT_CATEGORY_BASE_RECIPES=TRUE, MAT_CATEGORY_ITEM_MATERIAL=TRUE)
|
||||
|
||||
@@ -25,7 +25,7 @@
|
||||
shard_type = /obj/item/shard
|
||||
value_per_unit = 0.0025
|
||||
beauty_modifier = 0.05
|
||||
armor_modifiers = list(MELEE = 0.2, BULLET = 0.2, LASER = 0, ENERGY = 1, BOMB = 0, BIO = 0.2, RAD = 0.2, FIRE = 1, ACID = 0.2)
|
||||
armor_modifiers = list(MELEE = 0.2, BULLET = 0.2, LASER = 0, ENERGY = 1, BOMB = 0, BIO = 0.2, FIRE = 1, ACID = 0.2)
|
||||
|
||||
/datum/material/glass/on_accidental_mat_consumption(mob/living/carbon/victim, obj/item/source_item)
|
||||
victim.apply_damage(10, BRUTE, BODY_ZONE_HEAD, wound_bonus = 5, sharpness = TRUE) //cronch
|
||||
@@ -62,7 +62,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
|
||||
sheet_type = /obj/item/stack/sheet/mineral/gold
|
||||
value_per_unit = 0.0625
|
||||
beauty_modifier = 0.15
|
||||
armor_modifiers = list(MELEE = 1.1, BULLET = 1.1, LASER = 1.15, ENERGY = 1.15, BOMB = 1, BIO = 1, RAD = 1, FIRE = 0.7, ACID = 1.1)
|
||||
armor_modifiers = list(MELEE = 1.1, BULLET = 1.1, LASER = 1.15, ENERGY = 1.15, BOMB = 1, BIO = 1, FIRE = 0.7, ACID = 1.1)
|
||||
|
||||
/datum/material/gold/on_accidental_mat_consumption(mob/living/carbon/victim, obj/item/source_item)
|
||||
victim.apply_damage(10, BRUTE, BODY_ZONE_HEAD, wound_bonus = 5)
|
||||
@@ -79,7 +79,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
|
||||
alpha = 132
|
||||
value_per_unit = 0.25
|
||||
beauty_modifier = 0.3
|
||||
armor_modifiers = list(MELEE = 1.3, BULLET = 1.3, LASER = 0.6, ENERGY = 1, BOMB = 1.2, BIO = 1, RAD = 1, FIRE = 1, ACID = 1)
|
||||
armor_modifiers = list(MELEE = 1.3, BULLET = 1.3, LASER = 0.6, ENERGY = 1, BOMB = 1.2, BIO = 1, FIRE = 1, ACID = 1)
|
||||
|
||||
/datum/material/diamond/on_accidental_mat_consumption(mob/living/carbon/victim, obj/item/source_item)
|
||||
victim.apply_damage(15, BRUTE, BODY_ZONE_HEAD, wound_bonus = 7)
|
||||
@@ -95,15 +95,25 @@ Unless you know what you're doing, only use the first three numbers. They're in
|
||||
sheet_type = /obj/item/stack/sheet/mineral/uranium
|
||||
value_per_unit = 0.05
|
||||
beauty_modifier = 0.3 //It shines so beautiful
|
||||
armor_modifiers = list(MELEE = 1.5, BULLET = 1.4, LASER = 0.5, ENERGY = 0.5, BOMB = 0, BIO = 0, RAD = 0, FIRE = 1, ACID = 1)
|
||||
armor_modifiers = list(MELEE = 1.5, BULLET = 1.4, LASER = 0.5, ENERGY = 0.5, BOMB = 0, BIO = 0, FIRE = 1, ACID = 1)
|
||||
|
||||
/datum/material/uranium/on_applied(atom/source, amount, material_flags)
|
||||
. = ..()
|
||||
source.AddComponent(/datum/component/radioactive, amount / 50, source, 0) //half-life of 0 because we keep on going. amount / 50 means 40 radiation per sheet.
|
||||
|
||||
// Uranium structures should irradiate, but not items, because item irradiation is a lot more annoying.
|
||||
// For example, consider picking up uranium as a miner.
|
||||
if (isitem(source))
|
||||
return
|
||||
|
||||
source.AddElement(/datum/element/radioactive)
|
||||
|
||||
/datum/material/uranium/on_removed(atom/source, amount, material_flags)
|
||||
. = ..()
|
||||
qdel(source.GetComponent(/datum/component/radioactive))
|
||||
|
||||
if (isitem(source))
|
||||
return
|
||||
|
||||
source.RemoveElement(/datum/element/radioactive)
|
||||
|
||||
/datum/material/uranium/on_accidental_mat_consumption(mob/living/carbon/victim, obj/item/source_item)
|
||||
victim.reagents.add_reagent(/datum/reagent/uranium, rand(4, 6))
|
||||
@@ -121,7 +131,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
|
||||
shard_type = /obj/item/shard/plasma
|
||||
value_per_unit = 0.1
|
||||
beauty_modifier = 0.15
|
||||
armor_modifiers = list(MELEE = 1.4, BULLET = 0.7, LASER = 0, ENERGY = 1.2, BOMB = 0, BIO = 1.2, RAD = 1, FIRE = 0, ACID = 0.5)
|
||||
armor_modifiers = list(MELEE = 1.4, BULLET = 0.7, LASER = 0, ENERGY = 1.2, BOMB = 0, BIO = 1.2, FIRE = 0, ACID = 0.5)
|
||||
|
||||
/datum/material/plasma/on_applied(atom/source, amount, material_flags)
|
||||
. = ..()
|
||||
@@ -166,7 +176,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
|
||||
sheet_type = /obj/item/stack/sheet/mineral/bananium
|
||||
value_per_unit = 0.5
|
||||
beauty_modifier = 0.5
|
||||
armor_modifiers = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 100, BIO = 0, RAD = 0, FIRE = 10, ACID = 0) //Clowns cant be blown away.
|
||||
armor_modifiers = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 100, BIO = 0, FIRE = 10, ACID = 0) //Clowns cant be blown away.
|
||||
|
||||
/datum/material/bananium/on_applied(atom/source, amount, material_flags)
|
||||
. = ..()
|
||||
@@ -194,7 +204,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
|
||||
sheet_type = /obj/item/stack/sheet/mineral/titanium
|
||||
value_per_unit = 0.0625
|
||||
beauty_modifier = 0.05
|
||||
armor_modifiers = list(MELEE = 1.35, BULLET = 1.3, LASER = 1.3, ENERGY = 1.25, BOMB = 1.25, BIO = 1, RAD = 1, FIRE = 0.7, ACID = 1)
|
||||
armor_modifiers = list(MELEE = 1.35, BULLET = 1.3, LASER = 1.3, ENERGY = 1.25, BOMB = 1.25, BIO = 1, FIRE = 0.7, ACID = 1)
|
||||
|
||||
/datum/material/titanium/on_accidental_mat_consumption(mob/living/carbon/victim, obj/item/source_item)
|
||||
victim.apply_damage(15, BRUTE, BODY_ZONE_HEAD, wound_bonus = 7)
|
||||
@@ -210,7 +220,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
|
||||
sheet_type = /obj/item/stack/sheet/mineral/runite
|
||||
value_per_unit = 0.3
|
||||
beauty_modifier = 0.5
|
||||
armor_modifiers = list(MELEE = 1.35, BULLET = 2, LASER = 0.5, ENERGY = 1.25, BOMB = 1.25, BIO = 1, RAD = 1, FIRE = 1.4, ACID = 1) //rune is weak against magic lasers but strong against bullets. This is the combat triangle.
|
||||
armor_modifiers = list(MELEE = 1.35, BULLET = 2, LASER = 0.5, ENERGY = 1.25, BOMB = 1.25, BIO = 1, FIRE = 1.4, ACID = 1) //rune is weak against magic lasers but strong against bullets. This is the combat triangle.
|
||||
|
||||
/datum/material/runite/on_accidental_mat_consumption(mob/living/carbon/victim, obj/item/source_item)
|
||||
victim.apply_damage(20, BRUTE, BODY_ZONE_HEAD, wound_bonus = 10)
|
||||
@@ -227,7 +237,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
|
||||
categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE, MAT_CATEGORY_ITEM_MATERIAL=TRUE)
|
||||
value_per_unit = 0.0125
|
||||
beauty_modifier = -0.01
|
||||
armor_modifiers = list(MELEE = 1.5, BULLET = 1.1, LASER = 0.3, ENERGY = 0.5, BOMB = 1, BIO = 1, RAD = 1, FIRE = 1.1, ACID = 1)
|
||||
armor_modifiers = list(MELEE = 1.5, BULLET = 1.1, LASER = 0.3, ENERGY = 0.5, BOMB = 1, BIO = 1, FIRE = 1.1, ACID = 1)
|
||||
|
||||
/datum/material/plastic/on_accidental_mat_consumption(mob/living/carbon/eater, obj/item/food)
|
||||
eater.reagents.add_reagent(/datum/reagent/plastic_polymers, rand(6, 8))
|
||||
@@ -253,7 +263,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
|
||||
categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE, MAT_CATEGORY_ITEM_MATERIAL=TRUE)
|
||||
value_per_unit = 0.01
|
||||
beauty_modifier = 0.1
|
||||
armor_modifiers = list(MELEE = 1.1, BULLET = 1.1, LASER = 0.4, ENERGY = 0.4, BOMB = 1, BIO = 0.2, RAD = 0, FIRE = 0, ACID = 0.3)
|
||||
armor_modifiers = list(MELEE = 1.1, BULLET = 1.1, LASER = 0.4, ENERGY = 0.4, BOMB = 1, BIO = 0.2, FIRE = 0, ACID = 0.3)
|
||||
texture_layer_icon_state = "woodgrain"
|
||||
|
||||
/datum/material/wood/on_applied_obj(obj/source, amount, material_flags)
|
||||
@@ -286,7 +296,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
|
||||
sheet_type = /obj/item/stack/sheet/mineral/adamantine
|
||||
value_per_unit = 0.25
|
||||
beauty_modifier = 0.4
|
||||
armor_modifiers = list(MELEE = 1.5, BULLET = 1.5, LASER = 1.3, ENERGY = 1.3, BOMB = 1, BIO = 1, RAD = 1, FIRE = 2.5, ACID = 1)
|
||||
armor_modifiers = list(MELEE = 1.5, BULLET = 1.5, LASER = 1.3, ENERGY = 1.3, BOMB = 1, BIO = 1, FIRE = 2.5, ACID = 1)
|
||||
|
||||
/datum/material/adamantine/on_accidental_mat_consumption(mob/living/carbon/victim, obj/item/source_item)
|
||||
victim.apply_damage(20, BRUTE, BODY_ZONE_HEAD, wound_bonus = 10)
|
||||
@@ -302,7 +312,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
|
||||
sheet_type = /obj/item/stack/sheet/mineral/mythril
|
||||
value_per_unit = 0.75
|
||||
strength_modifier = 1.2
|
||||
armor_modifiers = list(MELEE = 1.5, BULLET = 1.5, LASER = 1.5, ENERGY = 1.5, BOMB = 1.5, BIO = 1.5, RAD = 1.5, FIRE = 1.5, ACID = 1.5)
|
||||
armor_modifiers = list(MELEE = 1.5, BULLET = 1.5, LASER = 1.5, ENERGY = 1.5, BOMB = 1.5, BIO = 1.5, FIRE = 1.5, ACID = 1.5)
|
||||
beauty_modifier = 0.5
|
||||
|
||||
/datum/material/mythril/on_applied_obj(atom/source, amount, material_flags)
|
||||
@@ -355,7 +365,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
|
||||
value_per_unit = 0.35
|
||||
beauty_modifier = 0.35
|
||||
strength_modifier = 1.2
|
||||
armor_modifiers = list(MELEE = 1.35, BULLET = 1.3, LASER = 1.3, ENERGY = 1.25, BOMB = 0.7, BIO = 1, RAD = 1, FIRE = 1.3, ACID = 1)
|
||||
armor_modifiers = list(MELEE = 1.35, BULLET = 1.3, LASER = 1.3, ENERGY = 1.25, BOMB = 0.7, BIO = 1, FIRE = 1.3, ACID = 1)
|
||||
|
||||
/datum/material/metalhydrogen/on_accidental_mat_consumption(mob/living/carbon/victim, obj/item/source_item)
|
||||
victim.apply_damage(15, BRUTE, BODY_ZONE_HEAD, wound_bonus = 7)
|
||||
@@ -372,7 +382,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
|
||||
value_per_unit = 0.001
|
||||
strength_modifier = 0.5
|
||||
integrity_modifier = 0.1
|
||||
armor_modifiers = list(MELEE = 0.25, BULLET = 0.25, LASER = 1.25, ENERGY = 0.25, BOMB = 0.25, BIO = 0.25, RAD = 1.5, FIRE = 1.5, ACID = 1.5)
|
||||
armor_modifiers = list(MELEE = 0.25, BULLET = 0.25, LASER = 1.25, ENERGY = 0.25, BOMB = 0.25, BIO = 0.25, FIRE = 1.5, ACID = 1.5)
|
||||
beauty_modifier = 0.25
|
||||
turf_sound_override = FOOTSTEP_SAND
|
||||
texture_layer_icon_state = "sand"
|
||||
@@ -390,7 +400,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
|
||||
categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_ITEM_MATERIAL=TRUE)
|
||||
sheet_type = /obj/item/stack/sheet/mineral/sandstone
|
||||
value_per_unit = 0.0025
|
||||
armor_modifiers = list(MELEE = 0.5, BULLET = 0.5, LASER = 1.25, ENERGY = 0.5, BOMB = 0.5, BIO = 0.25, RAD = 1.5, FIRE = 1.5, ACID = 1.5)
|
||||
armor_modifiers = list(MELEE = 0.5, BULLET = 0.5, LASER = 1.25, ENERGY = 0.5, BOMB = 0.5, BIO = 0.25, FIRE = 1.5, ACID = 1.5)
|
||||
beauty_modifier = 0.3
|
||||
turf_sound_override = FOOTSTEP_WOOD
|
||||
texture_layer_icon_state = "brick"
|
||||
@@ -403,7 +413,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
|
||||
categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_ITEM_MATERIAL=TRUE)
|
||||
sheet_type = /obj/item/stack/sheet/mineral/snow
|
||||
value_per_unit = 0.0025
|
||||
armor_modifiers = list(MELEE = 0.25, BULLET = 0.25, LASER = 0.25, ENERGY = 0.25, BOMB = 0.25, BIO = 0.25, RAD = 1.5, FIRE = 0.25, ACID = 1.5)
|
||||
armor_modifiers = list(MELEE = 0.25, BULLET = 0.25, LASER = 0.25, ENERGY = 0.25, BOMB = 0.25, BIO = 0.25, FIRE = 0.25, ACID = 1.5)
|
||||
beauty_modifier = 0.3
|
||||
turf_sound_override = FOOTSTEP_SAND
|
||||
texture_layer_icon_state = "sand"
|
||||
@@ -420,7 +430,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
|
||||
categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_ITEM_MATERIAL=TRUE)
|
||||
sheet_type = /obj/item/stack/sheet/runed_metal
|
||||
value_per_unit = 0.75
|
||||
armor_modifiers = list(MELEE = 1.2, BULLET = 1.2, LASER = 1, ENERGY = 1, BOMB = 1.2, BIO = 1.2, RAD = 1.5, FIRE = 1.5, ACID = 1.5)
|
||||
armor_modifiers = list(MELEE = 1.2, BULLET = 1.2, LASER = 1, ENERGY = 1, BOMB = 1.2, BIO = 1.2, FIRE = 1.5, ACID = 1.5)
|
||||
beauty_modifier = -0.15
|
||||
texture_layer_icon_state = "runed"
|
||||
|
||||
@@ -437,7 +447,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
|
||||
categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_ITEM_MATERIAL=TRUE)
|
||||
sheet_type = /obj/item/stack/sheet/bronze
|
||||
value_per_unit = 0.025
|
||||
armor_modifiers = list(MELEE = 1, BULLET = 1, LASER = 1, ENERGY = 1, BOMB = 1, BIO = 1, RAD = 1.5, FIRE = 1.5, ACID = 1.5)
|
||||
armor_modifiers = list(MELEE = 1, BULLET = 1, LASER = 1, ENERGY = 1, BOMB = 1, BIO = 1, FIRE = 1.5, ACID = 1.5)
|
||||
beauty_modifier = 0.2
|
||||
|
||||
/datum/material/paper
|
||||
@@ -448,7 +458,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
|
||||
categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_ITEM_MATERIAL=TRUE)
|
||||
sheet_type = /obj/item/stack/sheet/paperframes
|
||||
value_per_unit = 0.0025
|
||||
armor_modifiers = list(MELEE = 0.1, BULLET = 0.1, LASER = 0.1, ENERGY = 0.1, BOMB = 0.1, BIO = 0.1, RAD = 1.5, FIRE = 0, ACID = 1.5)
|
||||
armor_modifiers = list(MELEE = 0.1, BULLET = 0.1, LASER = 0.1, ENERGY = 0.1, BOMB = 0.1, BIO = 0.1, FIRE = 0, ACID = 1.5)
|
||||
beauty_modifier = 0.3
|
||||
turf_sound_override = FOOTSTEP_SAND
|
||||
texture_layer_icon_state = "paper"
|
||||
@@ -474,7 +484,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
|
||||
categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_ITEM_MATERIAL=TRUE)
|
||||
sheet_type = /obj/item/stack/sheet/cardboard
|
||||
value_per_unit = 0.003
|
||||
armor_modifiers = list(MELEE = 0.25, BULLET = 0.25, LASER = 0.25, ENERGY = 0.25, BOMB = 0.25, BIO = 0.25, RAD = 1.5, FIRE = 0, ACID = 1.5)
|
||||
armor_modifiers = list(MELEE = 0.25, BULLET = 0.25, LASER = 0.25, ENERGY = 0.25, BOMB = 0.25, BIO = 0.25, FIRE = 0, ACID = 1.5)
|
||||
beauty_modifier = -0.1
|
||||
|
||||
/datum/material/cardboard/on_applied_obj(obj/source, amount, material_flags)
|
||||
@@ -498,7 +508,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
|
||||
categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_ITEM_MATERIAL=TRUE)
|
||||
sheet_type = /obj/item/stack/sheet/bone
|
||||
value_per_unit = 0.05
|
||||
armor_modifiers = list(MELEE = 1.2, BULLET = 0.75, LASER = 0.75, ENERGY = 1.2, BOMB = 1, BIO = 1, RAD = 1.5, FIRE = 1.5, ACID = 1.5)
|
||||
armor_modifiers = list(MELEE = 1.2, BULLET = 0.75, LASER = 0.75, ENERGY = 1.2, BOMB = 1, BIO = 1, FIRE = 1.5, ACID = 1.5)
|
||||
beauty_modifier = -0.2
|
||||
|
||||
/datum/material/bamboo
|
||||
@@ -509,7 +519,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
|
||||
categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_ITEM_MATERIAL=TRUE)
|
||||
sheet_type = /obj/item/stack/sheet/mineral/bamboo
|
||||
value_per_unit = 0.0025
|
||||
armor_modifiers = list(MELEE = 0.5, BULLET = 0.5, LASER = 0.5, ENERGY = 0.5, BOMB = 0.5, BIO = 0.51, RAD = 1.5, FIRE = 0.5, ACID = 1.5)
|
||||
armor_modifiers = list(MELEE = 0.5, BULLET = 0.5, LASER = 0.5, ENERGY = 0.5, BOMB = 0.5, BIO = 0.51, FIRE = 0.5, ACID = 1.5)
|
||||
beauty_modifier = 0.2
|
||||
turf_sound_override = FOOTSTEP_WOOD
|
||||
texture_layer_icon_state = "bamboo"
|
||||
@@ -522,7 +532,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
|
||||
categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_ITEM_MATERIAL=TRUE)
|
||||
sheet_type = /obj/item/stack/sheet/mineral/zaukerite
|
||||
value_per_unit = 0.45
|
||||
armor_modifiers = list(MELEE = 0.9, BULLET = 0.9, LASER = 1.75, ENERGY = 1.75, BOMB = 0.5, BIO = 1, RAD = 1.75, FIRE = 0.1, ACID = 1)
|
||||
armor_modifiers = list(MELEE = 0.9, BULLET = 0.9, LASER = 1.75, ENERGY = 1.75, BOMB = 0.5, BIO = 1, FIRE = 0.1, ACID = 1)
|
||||
beauty_modifier = 0.001
|
||||
|
||||
/datum/material/zaukerite/on_accidental_mat_consumption(mob/living/carbon/victim, obj/item/source_item)
|
||||
|
||||
@@ -10,7 +10,7 @@
|
||||
beauty_modifier = 0.25
|
||||
//pretty good but only the undead can actually make use of these modifiers
|
||||
strength_modifier = 1.2
|
||||
armor_modifiers = list(MELEE = 1.1, BULLET = 1.1, LASER = 1.15, ENERGY = 1.15, BOMB = 1, BIO = 1, RAD = 1, FIRE = 1, ACID = 0.7)
|
||||
armor_modifiers = list(MELEE = 1.1, BULLET = 1.1, LASER = 1.15, ENERGY = 1.15, BOMB = 1, BIO = 1, FIRE = 1, ACID = 0.7)
|
||||
|
||||
/datum/material/hauntium/on_applied_obj(obj/o, amount, material_flags)
|
||||
. = ..()
|
||||
|
||||
@@ -10,7 +10,7 @@
|
||||
value_per_unit = 0.05
|
||||
beauty_modifier = -0.3
|
||||
strength_modifier = 0.7
|
||||
armor_modifiers = list(MELEE = 0.3, BULLET = 0.3, LASER = 1.2, ENERGY = 1.2, BOMB = 0.3, BIO = 0, RAD = 0.7, FIRE = 1, ACID = 1)
|
||||
armor_modifiers = list(MELEE = 0.3, BULLET = 0.3, LASER = 1.2, ENERGY = 1.2, BOMB = 0.3, BIO = 0, FIRE = 1, ACID = 1)
|
||||
item_sound_override = 'sound/effects/meatslap.ogg'
|
||||
turf_sound_override = FOOTSTEP_MEAT
|
||||
texture_layer_icon_state = "meat"
|
||||
|
||||
@@ -8,7 +8,7 @@
|
||||
value_per_unit = 0.05
|
||||
beauty_modifier = 0.1
|
||||
strength_modifier = 0.7
|
||||
armor_modifiers = list(MELEE = 0.3, BULLET = 0.3, LASER = 1.2, ENERGY = 1.2, BOMB = 0.3, BIO = 0, RAD = 0.7, FIRE = 1, ACID = 1)
|
||||
armor_modifiers = list(MELEE = 0.3, BULLET = 0.3, LASER = 1.2, ENERGY = 1.2, BOMB = 0.3, BIO = 0, FIRE = 1, ACID = 1)
|
||||
item_sound_override = 'sound/effects/meatslap.ogg'
|
||||
turf_sound_override = FOOTSTEP_MEAT
|
||||
texture_layer_icon_state = "pizza"
|
||||
|
||||
@@ -8,9 +8,18 @@
|
||||
difficulty = 8
|
||||
power_coeff = 1
|
||||
|
||||
COOLDOWN_DECLARE(last_radioactive_pulse)
|
||||
|
||||
/datum/mutation/human/radioactive/on_life(delta_time, times_fired)
|
||||
radiation_pulse(owner, 10 * GET_MUTATION_POWER(src) * delta_time)
|
||||
if (!COOLDOWN_FINISHED(src, last_radioactive_pulse))
|
||||
return
|
||||
|
||||
COOLDOWN_START(src, last_radioactive_pulse, 5 SECONDS)
|
||||
radiation_pulse(
|
||||
owner,
|
||||
max_range = 1 * (GET_MUTATION_POWER(src) * 2),
|
||||
threshold = RAD_MEDIUM_INSULATION,
|
||||
)
|
||||
|
||||
/datum/mutation/human/radioactive/New(class_ = MUT_OTHER, timer, datum/mutation/human/copymut)
|
||||
..()
|
||||
|
||||
@@ -1,141 +0,0 @@
|
||||
/datum/radiation_wave
|
||||
/// The thing that spawned this radiation wave
|
||||
var/source
|
||||
/// The center of the wave
|
||||
var/turf/master_turf
|
||||
/// How far we've moved
|
||||
var/steps=0
|
||||
/// How strong it was originaly
|
||||
var/intensity
|
||||
/// How much contaminated material it still has
|
||||
var/remaining_contam
|
||||
/// Higher than 1 makes it drop off faster, 0.5 makes it drop off half etc
|
||||
var/range_modifier
|
||||
/// The direction of movement
|
||||
var/move_dir
|
||||
/// The directions to the side of the wave, stored for easy looping
|
||||
var/list/__dirs
|
||||
/// Whether or not this radiation wave can create contaminated objects
|
||||
var/can_contaminate
|
||||
|
||||
/datum/radiation_wave/New(atom/_source, dir, _intensity=0, _range_modifier=RAD_DISTANCE_COEFFICIENT, _can_contaminate=TRUE)
|
||||
|
||||
source = "[_source] \[[REF(_source)]\]"
|
||||
|
||||
master_turf = get_turf(_source)
|
||||
|
||||
move_dir = dir
|
||||
__dirs = list()
|
||||
__dirs+=turn(dir, 90)
|
||||
__dirs+=turn(dir, -90)
|
||||
|
||||
intensity = _intensity
|
||||
remaining_contam = intensity
|
||||
range_modifier = _range_modifier
|
||||
can_contaminate = _can_contaminate
|
||||
|
||||
START_PROCESSING(SSradiation, src)
|
||||
|
||||
/datum/radiation_wave/Destroy()
|
||||
. = QDEL_HINT_IWILLGC
|
||||
STOP_PROCESSING(SSradiation, src)
|
||||
..()
|
||||
|
||||
/datum/radiation_wave/process(delta_time)
|
||||
master_turf = get_step(master_turf, move_dir)
|
||||
if(!master_turf)
|
||||
qdel(src)
|
||||
return
|
||||
steps += delta_time
|
||||
var/list/atoms = get_rad_atoms()
|
||||
|
||||
var/strength
|
||||
if(steps>1)
|
||||
strength = INVERSE_SQUARE(intensity, max(range_modifier*steps, 1), 1)
|
||||
else
|
||||
strength = intensity
|
||||
|
||||
if(strength<RAD_BACKGROUND_RADIATION)
|
||||
qdel(src)
|
||||
return
|
||||
radiate(atoms, strength)
|
||||
check_obstructions(atoms) // reduce our overall strength if there are radiation insulators
|
||||
|
||||
/datum/radiation_wave/proc/get_rad_atoms()
|
||||
var/list/atoms = list()
|
||||
var/distance = steps
|
||||
var/cmove_dir = move_dir
|
||||
var/cmaster_turf = master_turf
|
||||
|
||||
if(cmove_dir == NORTH || cmove_dir == SOUTH)
|
||||
distance-- //otherwise corners overlap
|
||||
|
||||
atoms += get_rad_contents(cmaster_turf)
|
||||
|
||||
var/turf/place
|
||||
for(var/dir in __dirs) //There should be just 2 dirs in here, left and right of the direction of movement
|
||||
place = cmaster_turf
|
||||
for(var/i in 1 to distance)
|
||||
place = get_step(place, dir)
|
||||
if(!place)
|
||||
break
|
||||
atoms += get_rad_contents(place)
|
||||
|
||||
return atoms
|
||||
|
||||
/datum/radiation_wave/proc/check_obstructions(list/atoms)
|
||||
var/width = steps
|
||||
var/cmove_dir = move_dir
|
||||
if(cmove_dir == NORTH || cmove_dir == SOUTH)
|
||||
width--
|
||||
width = 1+(2*width)
|
||||
|
||||
for(var/k in 1 to atoms.len)
|
||||
var/atom/thing = atoms[k]
|
||||
if(!thing)
|
||||
continue
|
||||
if (SEND_SIGNAL(thing, COMSIG_ATOM_RAD_WAVE_PASSING, src, width) & COMPONENT_RAD_WAVE_HANDLED)
|
||||
continue
|
||||
if (thing.rad_insulation != RAD_NO_INSULATION)
|
||||
intensity *= (1-((1-thing.rad_insulation)/width))
|
||||
|
||||
/datum/radiation_wave/proc/radiate(list/atoms, strength)
|
||||
var/can_contam = strength >= RAD_MINIMUM_CONTAMINATION
|
||||
var/contamination_strength = (strength-RAD_MINIMUM_CONTAMINATION) * RAD_CONTAMINATION_STR_COEFFICIENT
|
||||
contamination_strength = max(contamination_strength, RAD_BACKGROUND_RADIATION)
|
||||
// It'll never reach 100% chance but the further out it gets the more likely it'll contaminate
|
||||
var/contamination_chance = 100 - (90 / (1 + steps * 0.1))
|
||||
for(var/k in atoms)
|
||||
var/atom/thing = k
|
||||
if(QDELETED(thing))
|
||||
continue
|
||||
thing.rad_act(strength)
|
||||
|
||||
// This list should only be for types which don't get contaminated but you want to look in their contents
|
||||
// If you don't want to look in their contents and you don't want to rad_act them:
|
||||
// modify the ignored_things list in __HELPERS/radiation.dm instead
|
||||
var/static/list/blacklisted = typecacheof(list(
|
||||
/turf,
|
||||
/obj/structure/cable,
|
||||
/obj/machinery/atmospherics,
|
||||
/obj/item/ammo_casing,
|
||||
/obj/item/implant,
|
||||
/obj/singularity,
|
||||
/obj/energy_ball,
|
||||
/obj/narsie,
|
||||
))
|
||||
if(!can_contaminate || !can_contam || blacklisted[thing.type])
|
||||
continue
|
||||
if(thing.flags_1 & RAD_NO_CONTAMINATE_1 || SEND_SIGNAL(thing, COMSIG_ATOM_RAD_CONTAMINATING, strength) & COMPONENT_BLOCK_CONTAMINATION)
|
||||
continue
|
||||
|
||||
if(contamination_strength > remaining_contam)
|
||||
contamination_strength = remaining_contam
|
||||
if(!prob(contamination_chance))
|
||||
continue
|
||||
if(SEND_SIGNAL(thing, COMSIG_ATOM_RAD_CONTAMINATING, strength) & COMPONENT_BLOCK_CONTAMINATION)
|
||||
continue
|
||||
remaining_contam -= contamination_strength
|
||||
if(remaining_contam < RAD_BACKGROUND_RADIATION)
|
||||
can_contaminate = FALSE
|
||||
thing.AddComponent(/datum/component/radioactive, contamination_strength, source)
|
||||
@@ -29,21 +29,28 @@
|
||||
|
||||
|
||||
/datum/weather/rad_storm/weather_act(mob/living/L)
|
||||
var/resist = L.getarmor(null, RAD)
|
||||
if(prob(40))
|
||||
if(ishuman(L))
|
||||
var/mob/living/carbon/human/H = L
|
||||
if(H.dna && !HAS_TRAIT(H, TRAIT_GENELESS))
|
||||
if(prob(max(0,100-resist)))
|
||||
H.random_mutate_unique_identity()
|
||||
H.random_mutate_unique_features()
|
||||
if(prob(50))
|
||||
if(prob(90))
|
||||
H.easy_random_mutate(NEGATIVE+MINOR_NEGATIVE)
|
||||
else
|
||||
H.easy_random_mutate(POSITIVE)
|
||||
H.domutcheck()
|
||||
L.rad_act(20)
|
||||
if(!prob(40))
|
||||
return
|
||||
|
||||
if(!ishuman(L))
|
||||
return
|
||||
|
||||
var/mob/living/carbon/human/H = L
|
||||
if(!H.dna || HAS_TRAIT(H, TRAIT_GENELESS))
|
||||
return
|
||||
|
||||
if (SSradiation.wearing_rad_protected_clothing(H))
|
||||
return
|
||||
|
||||
H.random_mutate_unique_identity()
|
||||
H.random_mutate_unique_features()
|
||||
|
||||
if(prob(50))
|
||||
if(prob(90))
|
||||
H.easy_random_mutate(NEGATIVE+MINOR_NEGATIVE)
|
||||
else
|
||||
H.easy_random_mutate(POSITIVE)
|
||||
H.domutcheck()
|
||||
|
||||
/datum/weather/rad_storm/end()
|
||||
if(..())
|
||||
|
||||
Reference in New Issue
Block a user