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* More standardization for ghost notifications (READY) (#79596) ## About The Pull Request I'm still not satisfied with how ghost notifications work. This gives every notification with a source (99% of all notifications, in other words) a link to jump/orbit. Currently, notifications with "play" interactions would only get the interact link, so jumping to the source was pretty annoying. It removes posting the entire message in the alert tooltip, as some got pretty lengthy and it didn't seem to fit. To replace this, they will always use headers After:    NOTIFY_JUMP and NOTIFY_ORBIT have been merged, since the only difference seems to be whether it's a turf. The result shaves off some redundant lines of code, since most-every usage of notify_ghosts uses NOTIFY_ORBIT. ## Why It's Good For The Game More standardization for the ghost notification system. Adds a few alert headers that never had them. All in all, makes it easier for creators to throw alerts at ghosts ## Changelog 🆑 qol: Nearly every ghost alert should now feature a "VIEW" button, even those with click interaction. del: Ghost alerts no longer show the entire message in the tooltip, instead have been replaced with titles. /🆑 * More standardization for ghost notifications (READY) * Modular * Update outpost_of_cogs.dm --------- Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com> Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
485 lines
14 KiB
Plaintext
485 lines
14 KiB
Plaintext
/// The gravitational singularity
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/obj/singularity
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name = "gravitational singularity"
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desc = "A gravitational singularity."
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icon = 'icons/obj/machines/engine/singularity.dmi'
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icon_state = "singularity_s1"
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anchored = TRUE
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density = TRUE
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move_resist = INFINITY
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plane = MASSIVE_OBJ_PLANE
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plane = ABOVE_LIGHTING_PLANE
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light_range = 6
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appearance_flags = LONG_GLIDE
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/// the prepended string to the icon state (singularity_s1, dark_matter_s1, etc)
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var/singularity_icon_variant = "singularity"
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/// The singularity component itself.
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/// A weak ref in case an admin removes the component to preserve the functionality.
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var/datum/weakref/singularity_component
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/// type of singularity component made
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var/singularity_component_type = /datum/component/singularity
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///Current singularity size, from 1 to 6
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var/current_size = 1
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///Current allowed size for the singulo
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var/allowed_size = 1
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///maximum size this singuloth can get to.
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var/maximum_stage = STAGE_SIX
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///How strong are we?
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var/energy = 100
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///Do we lose energy over time?
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var/dissipate = TRUE
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/// How long should it take for us to dissipate in seconds?
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var/dissipate_delay = 20
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/// How much energy do we lose every dissipate_delay?
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var/dissipate_strength = 1
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/// How long its been (in seconds) since the last dissipation
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var/time_since_last_dissipiation = 0
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///Prob for event each tick
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var/event_chance = 10
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///Can i move by myself?
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var/move_self = TRUE
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///If the singularity has eaten a supermatter shard and can go to stage six
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var/consumed_supermatter = FALSE
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/// How long it's been since the singulo last acted, in seconds
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var/time_since_act = 0
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/// What the game tells ghosts when you make one
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var/ghost_notification_message = "IT'S LOOSE"
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pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE | PASSCLOSEDTURF | PASSMACHINE | PASSSTRUCTURE | PASSDOORS
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flags_1 = SUPERMATTER_IGNORES_1
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resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF | FREEZE_PROOF
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obj_flags = CAN_BE_HIT | DANGEROUS_POSSESSION
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/obj/singularity/Initialize(mapload, starting_energy = 50)
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. = ..()
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energy = starting_energy
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START_PROCESSING(SSsinguloprocess, src)
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SSpoints_of_interest.make_point_of_interest(src)
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var/datum/component/singularity/new_component = AddComponent(
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singularity_component_type, \
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consume_callback = CALLBACK(src, PROC_REF(consume)), \
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)
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singularity_component = WEAKREF(new_component)
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expand(current_size)
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for (var/obj/machinery/power/singularity_beacon/singu_beacon as anything in SSmachines.get_machines_by_type_and_subtypes(/obj/machinery/power/singularity_beacon))
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if (singu_beacon.active)
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new_component.target = singu_beacon
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break
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if (!mapload)
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notify_ghosts(
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ghost_notification_message,
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source = src,
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header = ghost_notification_message,
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ghost_sound = 'sound/machines/warning-buzzer.ogg',
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notify_volume = 75,
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)
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/obj/singularity/Destroy()
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STOP_PROCESSING(SSsinguloprocess, src)
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return ..()
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/obj/singularity/attack_tk(mob/user)
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if(!iscarbon(user))
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return
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. = COMPONENT_CANCEL_ATTACK_CHAIN
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var/mob/living/carbon/jedi = user
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jedi.visible_message(
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span_danger("[jedi]'s head begins to collapse in on itself!"),
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span_userdanger("Your head feels like it's collapsing in on itself! This was really not a good idea!"),
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span_hear("You hear something crack and explode in gore.")
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)
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jedi.Stun(3 SECONDS)
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new /obj/effect/gibspawner/generic(get_turf(jedi), jedi)
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jedi.apply_damage(30, BRUTE, BODY_ZONE_HEAD)
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if(QDELETED(jedi))
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return // damage was too much
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if(jedi.stat == DEAD)
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jedi.ghostize()
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var/obj/item/bodypart/head/rip_u = jedi.get_bodypart(BODY_ZONE_HEAD)
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rip_u.dismember(BURN) //nice try jedi
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qdel(rip_u)
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return
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addtimer(CALLBACK(src, PROC_REF(carbon_tk_part_two), jedi), 0.1 SECONDS)
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/obj/singularity/proc/carbon_tk_part_two(mob/living/carbon/jedi)
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if(QDELETED(jedi))
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return
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new /obj/effect/gibspawner/generic(get_turf(jedi), jedi)
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jedi.apply_damage(30, BRUTE, BODY_ZONE_HEAD)
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if(QDELETED(jedi))
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return // damage was too much
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if(jedi.stat == DEAD)
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jedi.ghostize()
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var/obj/item/bodypart/head/rip_u = jedi.get_bodypart(BODY_ZONE_HEAD)
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if(rip_u)
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rip_u.dismember(BURN)
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qdel(rip_u)
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return
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addtimer(CALLBACK(src, PROC_REF(carbon_tk_part_three), jedi), 0.1 SECONDS)
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/obj/singularity/proc/carbon_tk_part_three(mob/living/carbon/jedi)
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if(QDELETED(jedi))
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return
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new /obj/effect/gibspawner/generic(get_turf(jedi), jedi)
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jedi.apply_damage(30, BRUTE, BODY_ZONE_HEAD)
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if(QDELETED(jedi))
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return // damage was too much
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jedi.ghostize()
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var/obj/item/bodypart/head/rip_u = jedi.get_bodypart(BODY_ZONE_HEAD)
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if(rip_u)
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rip_u.dismember(BURN)
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qdel(rip_u)
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/obj/singularity/ex_act(severity, target)
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switch(severity)
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if(EXPLODE_DEVASTATE)
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if(current_size <= STAGE_TWO)
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investigate_log("has been destroyed by a heavy explosion.", INVESTIGATE_ENGINE)
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qdel(src)
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return
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energy -= round(((energy + 1) / 2), 1)
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if(EXPLODE_HEAVY)
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energy -= round(((energy + 1) / 3), 1)
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if(EXPLODE_LIGHT)
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energy -= round(((energy + 1) / 4), 1)
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return TRUE
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/obj/singularity/process(seconds_per_tick)
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time_since_act += seconds_per_tick
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if(time_since_act < 2)
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return
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time_since_act = 0
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if(current_size >= STAGE_TWO)
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if(prob(event_chance))
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event()
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dissipate(seconds_per_tick)
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check_energy()
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/obj/singularity/proc/dissipate(seconds_per_tick)
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if (!dissipate)
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return
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time_since_last_dissipiation += seconds_per_tick
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// Uses a while in case of especially long delta times
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while (time_since_last_dissipiation >= dissipate_delay)
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energy -= dissipate_strength
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time_since_last_dissipiation -= dissipate_delay
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/obj/singularity/proc/expand(force_size)
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var/temp_allowed_size = allowed_size
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if(force_size)
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temp_allowed_size = force_size
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if(temp_allowed_size >= STAGE_SIX && !consumed_supermatter)
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temp_allowed_size = STAGE_FIVE
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//cap it off if the singuloth has a maximum stage
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temp_allowed_size = min(temp_allowed_size, maximum_stage)
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if(temp_allowed_size == maximum_stage)
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//It cant go smaller due to e loss
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dissipate = FALSE
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var/new_grav_pull
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var/new_consume_range
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switch(temp_allowed_size)
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if(STAGE_ONE)
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current_size = STAGE_ONE
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icon = 'icons/obj/machines/engine/singularity.dmi'
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icon_state = "[singularity_icon_variant]_s1"
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pixel_x = 0
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pixel_y = 0
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new_grav_pull = 4
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new_consume_range = 0
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dissipate_delay = 10
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time_since_last_dissipiation = 0
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dissipate_strength = 1
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if(STAGE_TWO)
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if(check_cardinals_range(1, TRUE))
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current_size = STAGE_TWO
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icon = 'icons/effects/96x96.dmi'
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icon_state = "[singularity_icon_variant]_s3"
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pixel_x = -32
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pixel_y = -32
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new_grav_pull = 6
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new_consume_range = 1
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dissipate_delay = 5
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time_since_last_dissipiation = 0
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dissipate_strength = 5
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if(STAGE_THREE)
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if(check_cardinals_range(2, TRUE))
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current_size = STAGE_THREE
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icon = 'icons/effects/160x160.dmi'
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icon_state = "[singularity_icon_variant]_s5"
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pixel_x = -64
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pixel_y = -64
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new_grav_pull = 8
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new_consume_range = 2
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dissipate_delay = 4
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time_since_last_dissipiation = 0
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dissipate_strength = 20
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if(STAGE_FOUR)
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if(check_cardinals_range(3, TRUE))
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current_size = STAGE_FOUR
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icon = 'icons/effects/224x224.dmi'
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icon_state = "[singularity_icon_variant]_s7"
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pixel_x = -96
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pixel_y = -96
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new_grav_pull = 10
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new_consume_range = 3
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dissipate_delay = 10
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time_since_last_dissipiation = 0
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dissipate_strength = 10
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if(STAGE_FIVE)//this one also lacks a check for gens because it eats everything
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current_size = STAGE_FIVE
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icon = 'icons/effects/288x288.dmi'
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icon_state = "[singularity_icon_variant]_s9"
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pixel_x = -128
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pixel_y = -128
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new_grav_pull = 10
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new_consume_range = 4
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dissipate = FALSE //It cant go smaller due to e loss
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if(STAGE_SIX) //This only happens if a stage 5 singulo consumes a supermatter shard.
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current_size = STAGE_SIX
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icon = 'icons/effects/352x352.dmi'
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icon_state = "[singularity_icon_variant]_s11"
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pixel_x = -160
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pixel_y = -160
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new_grav_pull = 15
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new_consume_range = 5
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dissipate = FALSE
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if(temp_allowed_size == STAGE_SIX)
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AddComponent(/datum/component/vision_hurting)
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else
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qdel(GetComponent(/datum/component/vision_hurting))
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var/datum/component/singularity/resolved_singularity = singularity_component.resolve()
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if (!isnull(resolved_singularity))
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resolved_singularity.consume_range = new_consume_range
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resolved_singularity.grav_pull = new_grav_pull
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resolved_singularity.disregard_failed_movements = current_size >= STAGE_FIVE
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resolved_singularity.roaming = move_self && current_size >= STAGE_TWO
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resolved_singularity.singularity_size = current_size
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if(current_size == allowed_size)
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investigate_log("grew to size [current_size].", INVESTIGATE_ENGINE)
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return TRUE
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else if(current_size < (--temp_allowed_size))
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expand(temp_allowed_size)
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else
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return FALSE
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/obj/singularity/proc/check_energy()
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if(energy <= 0)
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investigate_log("collapsed.", INVESTIGATE_ENGINE)
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qdel(src)
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return FALSE
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switch(energy)//Some of these numbers might need to be changed up later -Mport
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if(1 to 199)
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allowed_size = STAGE_ONE
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if(200 to 499)
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allowed_size = STAGE_TWO
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if(500 to 999)
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allowed_size = STAGE_THREE
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if(1000 to 1999)
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allowed_size = STAGE_FOUR
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if(2000 to INFINITY)
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if(energy >= 3000 && consumed_supermatter)
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allowed_size = STAGE_SIX
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else
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allowed_size = STAGE_FIVE
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if(current_size != allowed_size)
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expand()
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return TRUE
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/obj/singularity/proc/consume(atom/thing)
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var/gain = thing.singularity_act(current_size, src)
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energy += gain
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if(istype(thing, /obj/machinery/power/supermatter_crystal) && !consumed_supermatter)
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supermatter_upgrade()
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/obj/singularity/proc/supermatter_upgrade()
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name = "supermatter-charged [initial(name)]"
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desc = "[initial(desc)] It glows fiercely with inner fire."
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consumed_supermatter = TRUE
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set_light(10)
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/obj/singularity/proc/check_cardinals_range(steps, retry_with_move = FALSE)
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. = length(GLOB.cardinals) //Should be 4.
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for(var/i in GLOB.cardinals)
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. -= check_turfs_in(i, steps) //-1 for each working direction
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if(. && retry_with_move) //If there's still a positive value it means it didn't pass. Retry with move if applicable
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for(var/i in GLOB.cardinals)
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if(step(src, i)) //Move in each direction.
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if(check_cardinals_range(steps, FALSE)) //New location passes, return true.
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return TRUE
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return !.
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/obj/singularity/proc/check_turfs_in(direction = 0, step = 0)
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if(!direction)
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return FALSE
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var/steps = 0
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if(!step)
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switch(current_size)
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if(STAGE_ONE)
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steps = 1
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if(STAGE_TWO)
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steps = 3//Yes this is right
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if(STAGE_THREE)
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steps = 3
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if(STAGE_FOUR)
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steps = 4
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if(STAGE_FIVE)
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steps = 5
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else
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steps = step
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var/list/turfs = list()
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var/turf/considered_turf = loc
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for(var/i in 1 to steps)
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considered_turf = get_step(considered_turf,direction)
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if(!isturf(considered_turf))
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return FALSE
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turfs.Add(considered_turf)
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var/dir2 = 0
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var/dir3 = 0
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switch(direction)
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if(NORTH, SOUTH)
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dir2 = 4
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dir3 = 8
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if(EAST, WEST)
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dir2 = 1
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dir3 = 2
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var/turf/other_turf = considered_turf
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for(var/j = 1 to steps-1)
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other_turf = get_step(other_turf,dir2)
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if(!isturf(other_turf))
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return FALSE
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turfs.Add(other_turf)
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for(var/k = 1 to steps-1)
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considered_turf = get_step(considered_turf,dir3)
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if(!isturf(considered_turf))
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return FALSE
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turfs.Add(considered_turf)
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for(var/turf/check_turf in turfs)
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if(isnull(check_turf))
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continue
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if(!can_move(check_turf))
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return FALSE
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return TRUE
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/obj/singularity/proc/can_move(turf/considered_turf)
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if(!considered_turf)
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return FALSE
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if((locate(/obj/machinery/field/containment) in considered_turf) || (locate(/obj/machinery/shieldwall) in considered_turf))
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return FALSE
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else if(locate(/obj/machinery/field/generator) in considered_turf)
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var/obj/machinery/field/generator/check_generator = locate(/obj/machinery/field/generator) in considered_turf
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if(check_generator?.active)
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return FALSE
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else if(locate(/obj/machinery/power/shieldwallgen) in considered_turf)
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var/obj/machinery/power/shieldwallgen/check_shield = locate(/obj/machinery/power/shieldwallgen) in considered_turf
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if(check_shield?.active)
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return FALSE
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return TRUE
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/obj/singularity/proc/event()
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var/numb = rand(1,4)
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switch(numb)
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if(1)//EMP
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emp_area()
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if(2)//Stun mobs who lack optic scanners
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mezzer()
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if(3,4) //Sets all nearby mobs on fire
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if(current_size < STAGE_SIX)
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return FALSE
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combust_mobs()
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else
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return FALSE
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return TRUE
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/obj/singularity/proc/combust_mobs()
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for(var/mob/living/carbon/burned_mob in urange(20, src, 1))
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burned_mob.visible_message(
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span_warning("[burned_mob]'s skin bursts into flame!"),
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span_userdanger("You feel an inner fire as your skin bursts into flames!")
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)
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burned_mob.adjust_fire_stacks(5)
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burned_mob.ignite_mob()
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return
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/obj/singularity/proc/mezzer()
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for(var/mob/living/carbon/stunned_mob in oviewers(8, src))
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if(stunned_mob.stat == DEAD || stunned_mob.is_blind())
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continue
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if(!ishuman(stunned_mob))
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apply_stun(stunned_mob)
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continue
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var/mob/living/carbon/human/stunned_human = stunned_mob
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if(istype(stunned_human.glasses, /obj/item/clothing/glasses/meson))
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var/obj/item/clothing/glasses/meson/check_meson = stunned_human.glasses
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if(check_meson.vision_flags & SEE_TURFS)
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to_chat(stunned_human, span_notice("You look directly into the [name], good thing you had your protective eyewear on!"))
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continue
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apply_stun(stunned_mob)
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/obj/singularity/proc/apply_stun(mob/living/carbon/stunned_mob)
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stunned_mob.apply_effect(60, EFFECT_STUN)
|
|
stunned_mob.visible_message(
|
|
span_danger("[stunned_mob] stares blankly at the [name]!"),
|
|
span_userdanger("You look directly into the [name] and feel weak.")
|
|
)
|
|
|
|
/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_ENGINE)
|
|
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_REF(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)
|
|
|
|
/// Special singularity that spawns for shuttle events only
|
|
/obj/singularity/shuttle_event
|
|
anchored = FALSE
|