/// The gravitational singularity /obj/singularity name = "gravitational singularity" desc = "A gravitational singularity." icon = 'icons/obj/singularity.dmi' icon_state = "singularity_s1" anchored = TRUE density = TRUE move_resist = INFINITY plane = MASSIVE_OBJ_PLANE plane = ABOVE_LIGHTING_PLANE light_range = 6 appearance_flags = LONG_GLIDE /// The singularity component itself. /// A weak ref in case an admin removes the component to preserve the functionality. var/datum/weakref/singularity_component var/current_size = 1 var/allowed_size = 1 var/energy = 100 //How strong are we? var/dissipate = TRUE //Do we lose energy over time? /// How long should it take for us to dissipate in seconds? var/dissipate_delay = 20 /// How much energy do we lose every dissipate_delay? var/dissipate_strength = 1 /// How long its been (in seconds) since the last dissipation var/time_since_last_dissipiation = 0 var/event_chance = 10 //Prob for event each tick var/move_self = TRUE var/consumed_supermatter = FALSE //If the singularity has eaten a supermatter shard and can go to stage six flags_1 = SUPERMATTER_IGNORES_1 resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF | FREEZE_PROOF obj_flags = CAN_BE_HIT | DANGEROUS_POSSESSION /obj/singularity/Initialize(mapload, starting_energy = 50) . = ..() energy = starting_energy START_PROCESSING(SSobj, src) AddElement(/datum/element/point_of_interest) GLOB.singularities |= src var/datum/component/singularity/new_component = AddComponent( /datum/component/singularity, \ consume_callback = CALLBACK(src, .proc/consume), \ ) singularity_component = WEAKREF(new_component) expand(current_size) for (var/obj/machinery/power/singularity_beacon/singubeacon in GLOB.machines) if (singubeacon.active) new_component.target = singubeacon break if (!mapload) notify_ghosts("IT'S LOOSE", source = src, action = NOTIFY_ORBIT, flashwindow = FALSE, ghost_sound = 'sound/machines/warning-buzzer.ogg', header = "IT'S LOOSE", notify_volume = 75) /obj/singularity/Destroy() STOP_PROCESSING(SSobj, src) GLOB.singularities.Remove(src) return ..() /obj/singularity/attack_tk(mob/user) if(!iscarbon(user)) return . = COMPONENT_CANCEL_ATTACK_CHAIN var/mob/living/carbon/jedi = user jedi.visible_message( "[jedi]'s head begins to collapse in on itself!", "Your head feels like it's collapsing in on itself! This was really not a good idea!", "You hear something crack and explode in gore." ) jedi.Stun(3 SECONDS) new /obj/effect/gibspawner/generic(get_turf(jedi), jedi) jedi.apply_damage(30, BRUTE, BODY_ZONE_HEAD) if(QDELETED(jedi)) return // damage was too much if(jedi.stat == DEAD) jedi.ghostize() var/obj/item/bodypart/head/rip_u = jedi.get_bodypart(BODY_ZONE_HEAD) rip_u.dismember(BURN) //nice try jedi qdel(rip_u) return addtimer(CALLBACK(GLOBAL_PROC, .proc/carbon_tk_part_two, jedi), 0.1 SECONDS) /obj/singularity/proc/carbon_tk_part_two(mob/living/carbon/jedi) if(QDELETED(jedi)) return new /obj/effect/gibspawner/generic(get_turf(jedi), jedi) jedi.apply_damage(30, BRUTE, BODY_ZONE_HEAD) if(QDELETED(jedi)) return // damage was too much if(jedi.stat == DEAD) jedi.ghostize() var/obj/item/bodypart/head/rip_u = jedi.get_bodypart(BODY_ZONE_HEAD) if(rip_u) rip_u.dismember(BURN) qdel(rip_u) return addtimer(CALLBACK(GLOBAL_PROC, .proc/carbon_tk_part_three, jedi), 0.1 SECONDS) /obj/singularity/proc/carbon_tk_part_three(mob/living/carbon/jedi) if(QDELETED(jedi)) return new /obj/effect/gibspawner/generic(get_turf(jedi), jedi) jedi.apply_damage(30, BRUTE, BODY_ZONE_HEAD) if(QDELETED(jedi)) return // damage was too much jedi.ghostize() var/obj/item/bodypart/head/rip_u = jedi.get_bodypart(BODY_ZONE_HEAD) if(rip_u) rip_u.dismember(BURN) qdel(rip_u) /obj/singularity/ex_act(severity, target) switch(severity) if(EXPLODE_DEVASTATE) if(current_size <= STAGE_TWO) investigate_log("has been destroyed by a heavy explosion.", INVESTIGATE_SINGULO) qdel(src) return energy -= round(((energy + 1) / 2), 1) if(EXPLODE_HEAVY) energy -= round(((energy + 1) / 3), 1) if(EXPLODE_LIGHT) energy -= round(((energy + 1) / 4), 1) /obj/singularity/process(delta_time) if(current_size >= STAGE_TWO) if(prob(event_chance))//Chance for it to run a special event TODO:Come up with one or two more that fit event() dissipate(delta_time) check_energy() /obj/singularity/proc/dissipate(delta_time) if (!dissipate) return time_since_last_dissipiation += delta_time // Uses a while in case of especially long delta times while (time_since_last_dissipiation >= dissipate_delay) energy -= dissipate_strength time_since_last_dissipiation -= dissipate_delay /obj/singularity/proc/expand(force_size) var/temp_allowed_size = src.allowed_size if(force_size) temp_allowed_size = force_size if(temp_allowed_size >= STAGE_SIX && !consumed_supermatter) temp_allowed_size = STAGE_FIVE var/new_grav_pull var/new_consume_range switch(temp_allowed_size) if(STAGE_ONE) current_size = STAGE_ONE icon = 'icons/obj/singularity.dmi' icon_state = "singularity_s1" pixel_x = 0 pixel_y = 0 new_grav_pull = 4 new_consume_range = 0 dissipate_delay = 10 time_since_last_dissipiation = 0 dissipate_strength = 1 if(STAGE_TWO) if(check_cardinals_range(1, TRUE)) current_size = STAGE_TWO icon = 'icons/effects/96x96.dmi' icon_state = "singularity_s3" pixel_x = -32 pixel_y = -32 new_grav_pull = 6 new_consume_range = 1 dissipate_delay = 5 time_since_last_dissipiation = 0 dissipate_strength = 5 if(STAGE_THREE) if(check_cardinals_range(2, TRUE)) current_size = STAGE_THREE icon = 'icons/effects/160x160.dmi' icon_state = "singularity_s5" pixel_x = -64 pixel_y = -64 new_grav_pull = 8 new_consume_range = 2 dissipate_delay = 4 time_since_last_dissipiation = 0 dissipate_strength = 20 if(STAGE_FOUR) if(check_cardinals_range(3, TRUE)) current_size = STAGE_FOUR icon = 'icons/effects/224x224.dmi' icon_state = "singularity_s7" pixel_x = -96 pixel_y = -96 new_grav_pull = 10 new_consume_range = 3 dissipate_delay = 10 time_since_last_dissipiation = 0 dissipate_strength = 10 if(STAGE_FIVE)//this one also lacks a check for gens because it eats everything current_size = STAGE_FIVE icon = 'icons/effects/288x288.dmi' icon_state = "singularity_s9" pixel_x = -128 pixel_y = -128 new_grav_pull = 10 new_consume_range = 4 dissipate = FALSE //It cant go smaller due to e loss if(STAGE_SIX) //This only happens if a stage 5 singulo consumes a supermatter shard. current_size = STAGE_SIX icon = 'icons/effects/352x352.dmi' icon_state = "singularity_s11" pixel_x = -160 pixel_y = -160 new_grav_pull = 15 new_consume_range = 5 dissipate = FALSE var/datum/component/singularity/resolved_singularity = singularity_component.resolve() if (!isnull(resolved_singularity)) resolved_singularity.consume_range = new_consume_range resolved_singularity.grav_pull = new_grav_pull resolved_singularity.disregard_failed_movements = current_size >= STAGE_FIVE resolved_singularity.roaming = move_self && current_size >= STAGE_TWO resolved_singularity.singularity_size = current_size if(current_size == allowed_size) investigate_log("grew to size [current_size]", INVESTIGATE_SINGULO) return TRUE else if(current_size < (--temp_allowed_size)) expand(temp_allowed_size) else return FALSE /obj/singularity/proc/check_energy() if(energy <= 0) investigate_log("collapsed.", INVESTIGATE_SINGULO) qdel(src) return FALSE switch(energy)//Some of these numbers might need to be changed up later -Mport if(1 to 199) allowed_size = STAGE_ONE if(200 to 499) allowed_size = STAGE_TWO if(500 to 999) allowed_size = STAGE_THREE if(1000 to 1999) allowed_size = STAGE_FOUR if(2000 to INFINITY) if(energy >= 3000 && consumed_supermatter) allowed_size = STAGE_SIX else allowed_size = STAGE_FIVE if(current_size != allowed_size) expand() return TRUE /obj/singularity/proc/consume(atom/thing) var/gain = thing.singularity_act(current_size, src) energy += gain if(istype(thing, /obj/machinery/power/supermatter_crystal) && !consumed_supermatter) desc = "[initial(desc)] It glows fiercely with inner fire." name = "supermatter-charged [initial(name)]" consumed_supermatter = TRUE set_light(10) /obj/singularity/proc/check_cardinals_range(steps, retry_with_move = FALSE) . = length(GLOB.cardinals) //Should be 4. for(var/i in GLOB.cardinals) . -= check_turfs_in(i, steps) //-1 for each working direction if(. && retry_with_move) //If there's still a positive value it means it didn't pass. Retry with move if applicable for(var/i in GLOB.cardinals) if(step(src, i)) //Move in each direction. if(check_cardinals_range(steps, FALSE)) //New location passes, return true. return TRUE return !. /obj/singularity/proc/check_turfs_in(direction = 0, step = 0) if(!direction) return FALSE var/steps = 0 if(!step) switch(current_size) if(STAGE_ONE) steps = 1 if(STAGE_TWO) steps = 3//Yes this is right if(STAGE_THREE) steps = 3 if(STAGE_FOUR) steps = 4 if(STAGE_FIVE) steps = 5 else steps = step var/list/turfs = list() var/turf/T = src.loc for(var/i = 1 to steps) T = get_step(T,direction) if(!isturf(T)) return FALSE turfs.Add(T) var/dir2 = 0 var/dir3 = 0 switch(direction) if(NORTH||SOUTH) dir2 = 4 dir3 = 8 if(EAST||WEST) dir2 = 1 dir3 = 2 var/turf/T2 = T for(var/j = 1 to steps-1) T2 = get_step(T2,dir2) if(!isturf(T2)) return FALSE turfs.Add(T2) for(var/k = 1 to steps-1) T = get_step(T,dir3) if(!isturf(T)) return FALSE turfs.Add(T) for(var/turf/T3 in turfs) if(isnull(T3)) continue if(!can_move(T3)) return FALSE return TRUE /obj/singularity/proc/can_move(turf/T) if(!T) return FALSE if((locate(/obj/machinery/field/containment) in T)||(locate(/obj/machinery/shieldwall) in T)) return FALSE else if(locate(/obj/machinery/field/generator) in T) var/obj/machinery/field/generator/G = locate(/obj/machinery/field/generator) in T if(G?.active) return FALSE else if(locate(/obj/machinery/power/shieldwallgen) in T) var/obj/machinery/power/shieldwallgen/S = locate(/obj/machinery/power/shieldwallgen) in T if(S?.active) return FALSE return TRUE /obj/singularity/proc/event() var/numb = rand(1,4) switch(numb) if(1)//EMP emp_area() if(2)//Stun mobs who lack optic scanners mezzer() if(3,4) //Sets all nearby mobs on fire if(current_size < STAGE_SIX) return FALSE combust_mobs() else return FALSE return TRUE /obj/singularity/proc/combust_mobs() for(var/mob/living/carbon/C in urange(20, src, 1)) C.visible_message("[C]'s skin bursts into flame!", \ "You feel an inner fire as your skin bursts into flames!") C.adjust_fire_stacks(5) C.IgniteMob() return /obj/singularity/proc/mezzer() for(var/mob/living/carbon/M in oviewers(8, src)) if(isbrain(M)) //Ignore brains continue if(M.stat == CONSCIOUS) if (ishuman(M)) var/mob/living/carbon/human/H = M if(istype(H.glasses, /obj/item/clothing/glasses/meson)) var/obj/item/clothing/glasses/meson/MS = H.glasses if(MS.vision_flags == SEE_TURFS) to_chat(H, "You look directly into the [src.name], good thing you had your protective eyewear on!") return M.apply_effect(60, EFFECT_STUN) M.visible_message("[M] stares blankly at the [src.name]!", \ "You look directly into the [src.name] and feel weak.") return /obj/singularity/proc/emp_area() empulse(src, 8, 10) /obj/singularity/singularity_act() var/gain = (energy/2) var/dist = max((current_size - 2),1) investigate_log("has been destroyed by another singularity.", INVESTIGATE_SINGULO) explosion(src, devastation_range = (dist), heavy_impact_range = (dist*2), light_impact_range = (dist*4)) qdel(src) return gain /obj/singularity/deadchat_plays(mode = DEMOCRACY_MODE, cooldown = 12 SECONDS) . = AddComponent(/datum/component/deadchat_control/cardinal_movement, mode, list(), cooldown, CALLBACK(src, .proc/stop_deadchat_plays)) if(. == COMPONENT_INCOMPATIBLE) return move_self = FALSE /obj/singularity/proc/stop_deadchat_plays() move_self = TRUE /obj/singularity/deadchat_controlled/Initialize(mapload, starting_energy) . = ..() deadchat_plays(mode = DEMOCRACY_MODE)