mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-08-19 02:59:17 +01:00
Implements the Modernizing radiation design document ( https://hackmd.io/@tgstation/rJNIyeBHt ) and replaces the current radiation sources with the new system, as well as replacing/removing a bunch of old consumers of radiation that either had no reason to exist, or could be replaced by something else. Diverges from the doc in that items radiation don't go up like explained. I was going to, but items get irradiated so easily that it just feels pretty lame. Items still get irradiated, but it's mostly just so that radiation sources look cooler (wow, lots of stuff around going green), and for things like the geiger counter. Instead of the complicated radiation_wave system, radiation now just checks everything between the radiation source and the potential target, losing power along the way based on the radiation insulation of whats in between. If this reaches too low a point (specified by radiation_pulse consumers), then the radiation will not pass. Otherwise, will roll a chance to irradiate. Uranium structures allow a delay before irradiating, so stay away!
88 lines
3.4 KiB
Plaintext
88 lines
3.4 KiB
Plaintext
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/obj/vehicle/ridden/secway
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name = "secway"
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desc = "A brave security cyborg gave its life to help you look like a complete tool."
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icon_state = "secway"
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max_integrity = 60
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armor = list(MELEE = 10, BULLET = 0, LASER = 10, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 60, ACID = 60)
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key_type = /obj/item/key/security
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integrity_failure = 0.5
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///This stores a banana that, when used on the secway, prevents the vehicle from moving until it is removed.
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var/obj/item/food/grown/banana/eddie_murphy
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/obj/vehicle/ridden/secway/Initialize(mapload)
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. = ..()
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AddElement(/datum/element/ridable, /datum/component/riding/vehicle/secway)
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/obj/vehicle/ridden/secway/atom_break()
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START_PROCESSING(SSobj, src)
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return ..()
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/obj/vehicle/ridden/secway/process(delta_time)
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if(atom_integrity >= integrity_failure * max_integrity)
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return PROCESS_KILL
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if(DT_PROB(10, delta_time))
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return
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var/datum/effect_system/smoke_spread/smoke = new
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smoke.set_up(0, src)
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smoke.start()
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/obj/vehicle/ridden/secway/welder_act(mob/living/user, obj/item/I)
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. = ..()
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if(.)
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return
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if(atom_integrity >= max_integrity)
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to_chat(user, span_notice("It is fully repaired already!"))
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return
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if(!I.use_tool(src, user, 0, volume = 50, amount = 1))
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return
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user.visible_message(span_notice("[user] repairs some damage to [name]."), span_notice("You repair some damage to \the [src]."))
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atom_integrity += min(10, max_integrity-atom_integrity)
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if(atom_integrity >= max_integrity)
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to_chat(user, span_notice("It looks to be fully repaired now."))
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STOP_PROCESSING(SSobj, src)
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/obj/vehicle/ridden/secway/attackby(obj/item/W, mob/living/user, params)
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if(!istype(W, /obj/item/food/grown/banana))
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return ..()
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// ignore the occupants because they're presumably too distracted to notice the guy stuffing fruit into their vehicle's exhaust. do segways have exhausts? they do now!
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user.visible_message(span_warning("[user] begins stuffing [W] into [src]'s tailpipe."), span_warning("You begin stuffing [W] into [src]'s tailpipe..."), ignored_mobs = occupants)
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if(!do_after(user, 3 SECONDS, src))
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return TRUE
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if(user.transferItemToLoc(W, src))
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user.visible_message(span_warning("[user] stuffs [W] into [src]'s tailpipe."), span_warning("You stuff [W] into [src]'s tailpipe."), ignored_mobs = occupants)
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eddie_murphy = W
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return TRUE
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/obj/vehicle/ridden/secway/attack_hand(mob/living/user, list/modifiers)
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if(!eddie_murphy)
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return ..()
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user.visible_message(span_warning("[user] begins cleaning [eddie_murphy] out of [src]."), span_warning("You begin cleaning [eddie_murphy] out of [src]..."))
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if(!do_after(user, 60, target = src))
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return ..()
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user.visible_message(span_warning("[user] cleans [eddie_murphy] out of [src]."), span_warning("You manage to get [eddie_murphy] out of [src]."))
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eddie_murphy.forceMove(drop_location())
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eddie_murphy = null
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/obj/vehicle/ridden/secway/examine(mob/user)
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. = ..()
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if(eddie_murphy)
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. += span_warning("Something appears to be stuck in its exhaust...")
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/obj/vehicle/ridden/secway/atom_destruction()
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explosion(src, devastation_range = -1, light_impact_range = 2, flame_range = 3, flash_range = 4)
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return ..()
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/obj/vehicle/ridden/secway/Destroy()
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STOP_PROCESSING(SSobj,src)
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return ..()
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//bullets will have a 60% chance to hit any riders
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/obj/vehicle/ridden/secway/bullet_act(obj/projectile/P)
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if(!buckled_mobs || prob(40))
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return ..()
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for(var/mob/rider as anything in buckled_mobs)
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rider.bullet_act(P)
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return TRUE
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