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Bubberstation/code/game/gamemodes/clock_cult/clock_structure.dm
2017-08-28 14:25:24 -04:00

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//The base clockwork structure. Can have an alternate desc and will show up in the list of clockwork objects.
/obj/structure/destructible/clockwork
name = "meme structure"
desc = "Some frog or something, the fuck?"
var/clockwork_desc //Shown to servants when they examine
icon = 'icons/obj/clockwork_objects.dmi'
icon_state = "rare_pepe"
var/unanchored_icon //icon for when this structure is unanchored, doubles as the var for if it can be unanchored
anchored = TRUE
density = TRUE
resistance_flags = FIRE_PROOF | ACID_PROOF
var/can_be_repaired = TRUE //if a fabricator can repair it
break_message = "<span class='warning'>The frog isn't a meme after all!</span>" //The message shown when a structure breaks
break_sound = 'sound/magic/clockwork/anima_fragment_death.ogg' //The sound played when a structure breaks
debris = list(/obj/item/clockwork/alloy_shards/large = 1, \
/obj/item/clockwork/alloy_shards/medium = 2, \
/obj/item/clockwork/alloy_shards/small = 3) //Parts left behind when a structure breaks
var/construction_value = 0 //How much value the structure contributes to the overall "power" of the structures on the station
var/immune_to_servant_attacks = FALSE //if we ignore attacks from servants of ratvar instead of taking damage
/obj/structure/destructible/clockwork/Initialize()
. = ..()
change_construction_value(construction_value)
GLOB.all_clockwork_objects += src
/obj/structure/destructible/clockwork/Destroy()
change_construction_value(-construction_value)
GLOB.all_clockwork_objects -= src
return ..()
/obj/structure/destructible/clockwork/ratvar_act()
if(GLOB.ratvar_awakens || GLOB.clockwork_gateway_activated)
obj_integrity = max_integrity
/obj/structure/destructible/clockwork/narsie_act()
if(take_damage(rand(25, 50), BRUTE) && src) //if we still exist
var/previouscolor = color
color = "#960000"
animate(src, color = previouscolor, time = 8)
addtimer(CALLBACK(src, /atom/proc/update_atom_colour), 8)
/obj/structure/destructible/clockwork/examine(mob/user)
var/can_see_clockwork = is_servant_of_ratvar(user) || isobserver(user)
if(can_see_clockwork && clockwork_desc)
desc = clockwork_desc
..()
desc = initial(desc)
if(unanchored_icon)
to_chat(user, "<span class='notice'>[src] is [anchored ? "":"not "]secured to the floor.</span>")
/obj/structure/destructible/clockwork/examine_status(mob/user)
if(is_servant_of_ratvar(user) || isobserver(user))
var/t_It = p_they(TRUE)
var/t_is = p_are()
var/heavily_damaged = FALSE
var/healthpercent = (obj_integrity/max_integrity) * 100
if(healthpercent < 50)
heavily_damaged = TRUE
return "<span class='[heavily_damaged ? "alloy":"brass"]'>[t_It] [t_is] at <b>[obj_integrity]/[max_integrity]</b> integrity[heavily_damaged ? "!":"."]</span>"
return ..()
/obj/structure/destructible/clockwork/attack_hulk(mob/living/carbon/human/user, does_attack_animation = 0)
if(is_servant_of_ratvar(user) && immune_to_servant_attacks)
return FALSE
return ..()
/obj/structure/destructible/clockwork/hulk_damage()
return 20
/obj/structure/destructible/clockwork/attack_generic(mob/user, damage_amount = 0, damage_type = BRUTE, damage_flag = 0, sound_effect = 1)
if(is_servant_of_ratvar(user) && immune_to_servant_attacks)
return FALSE
return ..()
/obj/structure/destructible/clockwork/mech_melee_attack(obj/mecha/M)
if(M.occupant && is_servant_of_ratvar(M.occupant) && immune_to_servant_attacks)
return FALSE
return ..()
/obj/structure/destructible/clockwork/proc/get_efficiency_mod(increasing)
if(GLOB.ratvar_awakens)
if(increasing)
return 0.5
return 2
. = max(sqrt(obj_integrity/max(max_integrity, 1)), 0.5)
if(increasing)
. *= min(max_integrity/max(obj_integrity, 1), 4)
. = round(., 0.01)
/obj/structure/destructible/clockwork/attack_ai(mob/user)
if(is_servant_of_ratvar(user))
attack_hand(user)
/obj/structure/destructible/clockwork/attack_animal(mob/living/simple_animal/M)
if(is_servant_of_ratvar(M))
attack_hand(M)
return FALSE
else
return ..()
/obj/structure/destructible/clockwork/attackby(obj/item/I, mob/user, params)
if(is_servant_of_ratvar(user) && istype(I, /obj/item/wrench) && unanchored_icon)
if(default_unfasten_wrench(user, I, 50) == SUCCESSFUL_UNFASTEN)
update_anchored(user)
return 1
return ..()
/obj/structure/destructible/clockwork/attacked_by(obj/item/I, mob/living/user)
if(is_servant_of_ratvar(user) && immune_to_servant_attacks)
return FALSE
return ..()
/obj/structure/destructible/clockwork/proc/update_anchored(mob/user, do_damage)
if(anchored)
icon_state = initial(icon_state)
else
icon_state = unanchored_icon
if(do_damage)
playsound(src, break_sound, 10 * get_efficiency_mod(TRUE), 1)
take_damage(round(max_integrity * 0.25, 1), BRUTE)
to_chat(user, "<span class='warning'>As you unsecure [src] from the floor, you see cracks appear in its surface!</span>")
/obj/structure/destructible/clockwork/emp_act(severity)
if(anchored && unanchored_icon)
anchored = FALSE
update_anchored(null, obj_integrity > max_integrity * 0.25)
new /obj/effect/temp_visual/emp(loc)
//for the ark and Ratvar
/obj/structure/destructible/clockwork/massive
name = "massive construct"
desc = "A very large construction."
layer = MASSIVE_OBJ_LAYER
density = FALSE
resistance_flags = LAVA_PROOF | FIRE_PROOF | ACID_PROOF | FREEZE_PROOF
/obj/structure/destructible/clockwork/massive/Initialize()
. = ..()
GLOB.poi_list += src
/obj/structure/destructible/clockwork/massive/Destroy()
GLOB.poi_list -= src
return ..()
/obj/structure/destructible/clockwork/massive/singularity_pull(S, current_size)
return
//the base clockwork machinery, which is not actually machines, but happens to use power
/obj/structure/destructible/clockwork/powered
var/obj/machinery/power/apc/target_apc
var/active = FALSE
var/needs_power = TRUE
var/active_icon = null //icon_state while process() is being called
var/inactive_icon = null //icon_state while process() isn't being called
/obj/structure/destructible/clockwork/powered/examine(mob/user)
..()
if(is_servant_of_ratvar(user) || isobserver(user))
var/powered = total_accessable_power()
var/sigil_number = LAZYLEN(check_apc_and_sigils())
to_chat(user, "<span class='[powered ? "brass":"alloy"]'>It has access to <b>[powered == INFINITY ? "INFINITE</b>":"[DisplayPower(powered)]</b> of"] power, \
and <b>[sigil_number]</b> Sigil[sigil_number == 1 ? "":"s"] of Transmission [sigil_number == 1 ? "is":"are"] in range.</span>")
/obj/structure/destructible/clockwork/powered/Destroy()
SSfastprocess.processing -= src
SSobj.processing -= src
return ..()
/obj/structure/destructible/clockwork/powered/process()
var/powered = total_accessable_power()
return powered == PROCESS_KILL ? 25 : powered //make sure we don't accidentally return the arbitrary PROCESS_KILL define
/obj/structure/destructible/clockwork/powered/can_be_unfasten_wrench(mob/user, silent)
if(active)
if(!silent)
to_chat(user, "<span class='warning'>[src] needs to be disabled before it can be unsecured!</span>")
return FAILED_UNFASTEN
return ..()
/obj/structure/destructible/clockwork/powered/proc/toggle(fast_process, mob/living/user)
if(user)
if(!is_servant_of_ratvar(user))
return FALSE
if(!anchored && !active)
to_chat(user, "<span class='warning'>[src] needs to be secured to the floor before it can be activated!</span>")
return FALSE
visible_message("<span class='notice'>[user] [active ? "dis" : "en"]ables [src].</span>", "<span class='brass'>You [active ? "dis" : "en"]able [src].</span>")
active = !active
if(active)
icon_state = active_icon
if(fast_process)
START_PROCESSING(SSfastprocess, src)
else
START_PROCESSING(SSobj, src)
else
icon_state = inactive_icon
if(fast_process)
STOP_PROCESSING(SSfastprocess, src)
else
STOP_PROCESSING(SSobj, src)
return TRUE
/obj/structure/destructible/clockwork/powered/proc/forced_disable(bad_effects)
if(active)
toggle()
/obj/structure/destructible/clockwork/powered/emp_act(severity)
if(forced_disable(TRUE))
new /obj/effect/temp_visual/emp(loc)
/obj/structure/destructible/clockwork/powered/proc/total_accessable_power() //how much power we have and can use
if(!needs_power || GLOB.ratvar_awakens)
return INFINITY //oh yeah we've got power why'd you ask
var/power = 0
power += accessable_apc_power()
power += accessable_sigil_power()
return power
/obj/structure/destructible/clockwork/powered/proc/accessable_apc_power()
var/power = 0
var/area/A = get_area(src)
var/area/targetAPCA
for(var/obj/machinery/power/apc/APC in GLOB.apcs_list)
var/area/APCA = get_area(APC)
if(APCA == A)
target_apc = APC
if(target_apc)
targetAPCA = get_area(target_apc)
if(targetAPCA != A)
target_apc = null
else if(target_apc.cell)
var/apccharge = target_apc.cell.charge
if(apccharge >= MIN_CLOCKCULT_POWER)
power += apccharge
return power
/obj/structure/destructible/clockwork/powered/proc/accessable_sigil_power()
var/power = 0
for(var/obj/effect/clockwork/sigil/transmission/T in range(SIGIL_ACCESS_RANGE, src))
power += T.power_charge
return power
/obj/structure/destructible/clockwork/powered/proc/try_use_power(amount) //try to use an amount of power
if(!needs_power || GLOB.ratvar_awakens)
return 1
if(amount <= 0)
return FALSE
var/power = total_accessable_power()
if(!power || power < amount)
return FALSE
return use_power(amount)
/obj/structure/destructible/clockwork/powered/proc/use_power(amount) //we've made sure we had power, so now we use it
var/sigilpower = accessable_sigil_power()
var/list/sigils_in_range = list()
for(var/obj/effect/clockwork/sigil/transmission/T in range(SIGIL_ACCESS_RANGE, src))
sigils_in_range += T
while(sigilpower && amount >= MIN_CLOCKCULT_POWER)
for(var/S in sigils_in_range)
var/obj/effect/clockwork/sigil/transmission/T = S
if(amount >= MIN_CLOCKCULT_POWER && T.modify_charge(MIN_CLOCKCULT_POWER))
sigilpower -= MIN_CLOCKCULT_POWER
amount -= MIN_CLOCKCULT_POWER
var/apcpower = accessable_apc_power()
while(apcpower >= MIN_CLOCKCULT_POWER && amount >= MIN_CLOCKCULT_POWER)
if(target_apc.cell.use(MIN_CLOCKCULT_POWER))
apcpower -= MIN_CLOCKCULT_POWER
amount -= MIN_CLOCKCULT_POWER
target_apc.charging = 1
target_apc.chargemode = TRUE
target_apc.update()
target_apc.update_icon()
target_apc.updateUsrDialog()
else
apcpower = 0
if(amount)
return FALSE
else
return TRUE
/obj/structure/destructible/clockwork/powered/proc/return_power(amount) //returns a given amount of power to all nearby sigils or if there are no sigils, to the APC
if(amount <= 0)
return FALSE
var/list/sigils_in_range = check_apc_and_sigils()
if(!istype(sigils_in_range))
return FALSE
if(sigils_in_range.len)
while(amount >= MIN_CLOCKCULT_POWER)
for(var/S in sigils_in_range)
var/obj/effect/clockwork/sigil/transmission/T = S
if(amount >= MIN_CLOCKCULT_POWER && T.modify_charge(-MIN_CLOCKCULT_POWER))
amount -= MIN_CLOCKCULT_POWER
if(target_apc && target_apc.cell && target_apc.cell.give(amount))
target_apc.charging = 1
target_apc.chargemode = TRUE
target_apc.update()
target_apc.update_icon()
target_apc.updateUsrDialog()
return TRUE
/obj/structure/destructible/clockwork/powered/proc/check_apc_and_sigils() //checks for sigils and an APC, returning FALSE if it finds neither, and a list of sigils otherwise
. = list()
for(var/obj/effect/clockwork/sigil/transmission/T in range(SIGIL_ACCESS_RANGE, src))
. += T
var/list/L = .
if(!L.len && (!target_apc || !target_apc.cell))
return FALSE