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Bubberstation/code/modules/power/singularity/singularity.dm
SkyratBot b557e89855 [MIRROR] More standardization for ghost notifications (READY) [MDB IGNORE] (#25104)
* 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:

![image](https://github.com/tgstation/tgstation/assets/42397676/debfce52-3627-4a43-8663-33d61d893161)

![image](https://github.com/tgstation/tgstation/assets/42397676/01f299ae-dc6a-45f8-a97a-cb2c815088b2)

![image](https://github.com/tgstation/tgstation/assets/42397676/99567376-063e-458e-af2a-2dd4306747cc)

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>
2023-11-19 11:25:32 -05:00

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/// The gravitational singularity
/obj/singularity
name = "gravitational singularity"
desc = "A gravitational singularity."
icon = 'icons/obj/machines/engine/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 prepended string to the icon state (singularity_s1, dark_matter_s1, etc)
var/singularity_icon_variant = "singularity"
/// The singularity component itself.
/// A weak ref in case an admin removes the component to preserve the functionality.
var/datum/weakref/singularity_component
/// type of singularity component made
var/singularity_component_type = /datum/component/singularity
///Current singularity size, from 1 to 6
var/current_size = 1
///Current allowed size for the singulo
var/allowed_size = 1
///maximum size this singuloth can get to.
var/maximum_stage = STAGE_SIX
///How strong are we?
var/energy = 100
///Do we lose energy over time?
var/dissipate = TRUE
/// 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
///Prob for event each tick
var/event_chance = 10
///Can i move by myself?
var/move_self = TRUE
///If the singularity has eaten a supermatter shard and can go to stage six
var/consumed_supermatter = FALSE
/// How long it's been since the singulo last acted, in seconds
var/time_since_act = 0
/// What the game tells ghosts when you make one
var/ghost_notification_message = "IT'S LOOSE"
pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE | PASSCLOSEDTURF | PASSMACHINE | PASSSTRUCTURE | PASSDOORS
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(SSsinguloprocess, src)
SSpoints_of_interest.make_point_of_interest(src)
var/datum/component/singularity/new_component = AddComponent(
singularity_component_type, \
consume_callback = CALLBACK(src, PROC_REF(consume)), \
)
singularity_component = WEAKREF(new_component)
expand(current_size)
for (var/obj/machinery/power/singularity_beacon/singu_beacon as anything in SSmachines.get_machines_by_type_and_subtypes(/obj/machinery/power/singularity_beacon))
if (singu_beacon.active)
new_component.target = singu_beacon
break
if (!mapload)
notify_ghosts(
ghost_notification_message,
source = src,
header = ghost_notification_message,
ghost_sound = 'sound/machines/warning-buzzer.ogg',
notify_volume = 75,
)
/obj/singularity/Destroy()
STOP_PROCESSING(SSsinguloprocess, 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(
span_danger("[jedi]'s head begins to collapse in on itself!"),
span_userdanger("Your head feels like it's collapsing in on itself! This was really not a good idea!"),
span_hear("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(src, PROC_REF(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(src, PROC_REF(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_ENGINE)
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)
return TRUE
/obj/singularity/process(seconds_per_tick)
time_since_act += seconds_per_tick
if(time_since_act < 2)
return
time_since_act = 0
if(current_size >= STAGE_TWO)
if(prob(event_chance))
event()
dissipate(seconds_per_tick)
check_energy()
/obj/singularity/proc/dissipate(seconds_per_tick)
if (!dissipate)
return
time_since_last_dissipiation += seconds_per_tick
// 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 = allowed_size
if(force_size)
temp_allowed_size = force_size
if(temp_allowed_size >= STAGE_SIX && !consumed_supermatter)
temp_allowed_size = STAGE_FIVE
//cap it off if the singuloth has a maximum stage
temp_allowed_size = min(temp_allowed_size, maximum_stage)
if(temp_allowed_size == maximum_stage)
//It cant go smaller due to e loss
dissipate = FALSE
var/new_grav_pull
var/new_consume_range
switch(temp_allowed_size)
if(STAGE_ONE)
current_size = STAGE_ONE
icon = 'icons/obj/machines/engine/singularity.dmi'
icon_state = "[singularity_icon_variant]_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_icon_variant]_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_icon_variant]_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_icon_variant]_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_icon_variant]_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_icon_variant]_s11"
pixel_x = -160
pixel_y = -160
new_grav_pull = 15
new_consume_range = 5
dissipate = FALSE
if(temp_allowed_size == STAGE_SIX)
AddComponent(/datum/component/vision_hurting)
else
qdel(GetComponent(/datum/component/vision_hurting))
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_ENGINE)
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_ENGINE)
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)
supermatter_upgrade()
/obj/singularity/proc/supermatter_upgrade()
name = "supermatter-charged [initial(name)]"
desc = "[initial(desc)] It glows fiercely with inner fire."
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/considered_turf = loc
for(var/i in 1 to steps)
considered_turf = get_step(considered_turf,direction)
if(!isturf(considered_turf))
return FALSE
turfs.Add(considered_turf)
var/dir2 = 0
var/dir3 = 0
switch(direction)
if(NORTH, SOUTH)
dir2 = 4
dir3 = 8
if(EAST, WEST)
dir2 = 1
dir3 = 2
var/turf/other_turf = considered_turf
for(var/j = 1 to steps-1)
other_turf = get_step(other_turf,dir2)
if(!isturf(other_turf))
return FALSE
turfs.Add(other_turf)
for(var/k = 1 to steps-1)
considered_turf = get_step(considered_turf,dir3)
if(!isturf(considered_turf))
return FALSE
turfs.Add(considered_turf)
for(var/turf/check_turf in turfs)
if(isnull(check_turf))
continue
if(!can_move(check_turf))
return FALSE
return TRUE
/obj/singularity/proc/can_move(turf/considered_turf)
if(!considered_turf)
return FALSE
if((locate(/obj/machinery/field/containment) in considered_turf) || (locate(/obj/machinery/shieldwall) in considered_turf))
return FALSE
else if(locate(/obj/machinery/field/generator) in considered_turf)
var/obj/machinery/field/generator/check_generator = locate(/obj/machinery/field/generator) in considered_turf
if(check_generator?.active)
return FALSE
else if(locate(/obj/machinery/power/shieldwallgen) in considered_turf)
var/obj/machinery/power/shieldwallgen/check_shield = locate(/obj/machinery/power/shieldwallgen) in considered_turf
if(check_shield?.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/burned_mob in urange(20, src, 1))
burned_mob.visible_message(
span_warning("[burned_mob]'s skin bursts into flame!"),
span_userdanger("You feel an inner fire as your skin bursts into flames!")
)
burned_mob.adjust_fire_stacks(5)
burned_mob.ignite_mob()
return
/obj/singularity/proc/mezzer()
for(var/mob/living/carbon/stunned_mob in oviewers(8, src))
if(stunned_mob.stat == DEAD || stunned_mob.is_blind())
continue
if(!ishuman(stunned_mob))
apply_stun(stunned_mob)
continue
var/mob/living/carbon/human/stunned_human = stunned_mob
if(istype(stunned_human.glasses, /obj/item/clothing/glasses/meson))
var/obj/item/clothing/glasses/meson/check_meson = stunned_human.glasses
if(check_meson.vision_flags & SEE_TURFS)
to_chat(stunned_human, span_notice("You look directly into the [name], good thing you had your protective eyewear on!"))
continue
apply_stun(stunned_mob)
/obj/singularity/proc/apply_stun(mob/living/carbon/stunned_mob)
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