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2026-05-26 09:08:36 -04:00

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/**********************Resonator**********************/
/obj/item/resonator
name = "resonator"
icon = 'icons/obj/mining.dmi'
icon_state = "resonator"
inhand_icon_state = "resonator"
lefthand_file = 'icons/mob/inhands/equipment/mining_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/mining_righthand.dmi'
desc = "A handheld device that creates small fields of energy that resonate until they detonate, crushing rock. It does increased damage in low pressure. It has two modes: Automatic and manual detonation."
w_class = WEIGHT_CLASS_NORMAL
force = 15
throwforce = 10
slot_flags = ITEM_SLOT_BELT
/// the mode of the resonator; has three modes: auto (1), manual (2), and matrix (3)
var/mode = RESONATOR_MODE_AUTO
/// How efficient it is in manual mode. Yes, we lower the damage cuz it's gonna be used for mobhunt
var/quick_burst_mod = 0.8
/// the number of fields the resonator is allowed to have at once
var/fieldlimit = 4
/// the list of currently active fields from this resonator
var/list/fields = list()
/// the number that is added to the failure_prob, which is the probability of whether it will spread or not
var/adding_failure = 50
/obj/item/resonator/attack_self(mob/user)
if(mode == RESONATOR_MODE_AUTO)
to_chat(user, span_info("You set the resonator's fields to detonate only after you hit one with it."))
mode = RESONATOR_MODE_MANUAL
else
to_chat(user, span_info("You set the resonator's fields to automatically detonate after 2 seconds."))
mode = RESONATOR_MODE_AUTO
/obj/item/resonator/proc/create_resonance(target, mob/user)
var/turf/target_turf = get_turf(target)
var/obj/effect/temp_visual/resonance/resonance_field = locate(/obj/effect/temp_visual/resonance) in target_turf
if(resonance_field)
resonance_field.damage_multiplier = quick_burst_mod
resonance_field.burst()
return
if(LAZYLEN(fields) < fieldlimit)
new /obj/effect/temp_visual/resonance(target_turf, user, src, mode, adding_failure)
user.changeNext_move(CLICK_CD_MELEE)
/obj/item/resonator/pre_attack(atom/target, mob/user, list/modifiers, list/attack_modifiers)
if(check_allowed_items(target, not_inside = TRUE))
create_resonance(target, user)
return ..()
//resonance field, crushes rock, damages mobs
/obj/effect/temp_visual/resonance
name = "resonance field"
desc = "A resonating field that significantly damages anything inside of it when the field eventually ruptures. More damaging in low pressure environments."
icon_state = "shield1"
layer = ABOVE_ALL_MOB_LAYER
plane = ABOVE_GAME_PLANE
duration = 60 SECONDS
/// the amount of damage living beings will take whilst inside the field during its burst
var/resonance_damage = 20
/// the modifier to resonance_damage; affected by the quick_burst_mod from the resonator
var/damage_multiplier = 1
/// the parent creator (user) of this field
var/mob/creator
/// the parent resonator of this field
var/obj/item/resonator/parent_resonator
/// whether the field is rupturing currently or not (to prevent recursion)
var/rupturing = FALSE
/// the probability that the field will not be able to spread
var/failure_prob = 0
/// the number that is added to the failure_prob. Will default to 50
var/adding_failure
/obj/effect/temp_visual/resonance/Initialize(mapload, set_creator, set_resonator, mode, set_failure = 50)
if(mode == RESONATOR_MODE_AUTO)
duration = 2 SECONDS
if(mode == RESONATOR_MODE_MATRIX)
icon_state = "shield2"
name = "resonance matrix"
RegisterSignal(src, COMSIG_ATOM_ENTERED, PROC_REF(burst))
var/static/list/loc_connections = list(
COMSIG_ATOM_ENTERED = PROC_REF(burst),
)
AddElement(/datum/element/connect_loc, loc_connections)
. = ..()
creator = set_creator
parent_resonator = set_resonator
if(parent_resonator)
parent_resonator.fields += src
adding_failure = set_failure
playsound(src,'sound/items/weapons/resonator_fire.ogg',50,TRUE)
if(mode == RESONATOR_MODE_AUTO)
transform = matrix()*0.75
animate(src, transform = matrix()*1.5, time = duration)
deltimer(timerid)
timerid = addtimer(CALLBACK(src, PROC_REF(burst)), duration, TIMER_STOPPABLE)
/obj/effect/temp_visual/resonance/Destroy()
if(parent_resonator)
parent_resonator.fields -= src
parent_resonator = null
creator = null
. = ..()
/obj/effect/temp_visual/resonance/proc/check_pressure(turf/proj_turf)
if(!proj_turf)
proj_turf = get_turf(src)
resonance_damage = initial(resonance_damage)
if(lavaland_equipment_pressure_check(proj_turf))
name = "strong [initial(name)]"
resonance_damage *= 3
else
name = initial(name)
resonance_damage *= damage_multiplier
/obj/effect/temp_visual/resonance/proc/burst()
SIGNAL_HANDLER
if(rupturing)
return
rupturing = TRUE
var/turf/src_turf = get_turf(src)
new /obj/effect/temp_visual/resonance_crush(src_turf)
if(ismineralturf(src_turf))
var/turf/closed/mineral/mineral_turf = src_turf
mineral_turf.gets_drilled(creator)
check_pressure(src_turf)
playsound(src_turf, 'sound/items/weapons/resonator_blast.ogg', 50, TRUE)
for(var/mob/living/attacked_living in src_turf)
if(creator)
log_combat(creator, attacked_living, "used a resonator field on", "resonator")
SEND_SIGNAL(creator, COMSIG_LIVING_RESONATOR_BURST, creator, attacked_living)
to_chat(attacked_living, span_userdanger("[src] ruptured with you in it!"))
attacked_living.apply_damage(resonance_damage, BRUTE)
if(!QDELETED(attacked_living))
attacked_living.add_movespeed_modifier(/datum/movespeed_modifier/resonance)
addtimer(CALLBACK(attacked_living, TYPE_PROC_REF(/mob, remove_movespeed_modifier), /datum/movespeed_modifier/resonance), 10 SECONDS, TIMER_UNIQUE | TIMER_OVERRIDE)
for(var/obj/effect/temp_visual/resonance/field in orange(1, src))
if(field.rupturing)
continue
field.burst()
if(!prob(failure_prob) && parent_resonator)
for(var/turf/closed/mineral/mineral_spread in orange(1, src))
if(locate(/obj/effect/temp_visual/resonance) in mineral_spread)
continue
var/obj/effect/temp_visual/resonance/new_field = new(mineral_spread, creator, parent_resonator, parent_resonator.mode)
new_field.failure_prob = failure_prob + adding_failure
qdel(src)
/obj/effect/temp_visual/resonance_crush
icon_state = "shield1"
layer = ABOVE_ALL_MOB_LAYER
plane = ABOVE_GAME_PLANE
duration = 4
/obj/effect/temp_visual/resonance_crush/Initialize(mapload)
. = ..()
transform = matrix() * 1.5
animate(src, transform = matrix() * 0.1, alpha = 50, time = 4)
/obj/item/resonator/upgraded
name = "upgraded resonator"
desc = "An upgraded version of the resonator that can produce more fields at once, as well as having no damage penalty for bursting a resonance field early. It also allows you to set 'Resonance matrixes', that detonate after someone(or something) walks over it."
icon_state = "resonator_u"
inhand_icon_state = "resonator_u"
fieldlimit = 6
quick_burst_mod = 1
adding_failure = 30
/obj/item/resonator/upgraded/attack_self(mob/user)
if(mode == RESONATOR_MODE_AUTO)
to_chat(user, span_info("You set the resonator's fields to detonate only after you hit one with it."))
mode = RESONATOR_MODE_MANUAL
else if(mode == RESONATOR_MODE_MANUAL)
to_chat(user, span_info("You set the resonator's fields to work as matrix traps."))
mode = RESONATOR_MODE_MATRIX
else
to_chat(user, span_info("You set the resonator's fields to automatically detonate after 2 seconds."))
mode = RESONATOR_MODE_AUTO