mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-01-01 20:42:08 +00:00
Please refer to #20867 and #20870 for a easier view of the changes. Those two PRs show all meaningful changes (hopefully) and doesn't show the files changed with just 3 lines changed. This PR does three things: It makes all children of /obj/ use the same damage system. Previously to make your new machine/structure be destroyable you needed to give it a var/health, and its own version of many damage related proc such as bullet_act(), take_damage(), attacked_by(), attack_animal(), attack_hulk(), ex_act(), etc... But now, all /obj/ use the same version of those procs at the /obj/ level in code/game/obj_defense.dm. All these obj share the same necessary vars: obj_integrity (health), max_integrity, integrity_failure (optional, below that health level failure happens), and the armor list var which was previously only for items, as well as the resistance_flags bitfield. When you want your new object to be destroyable, you only have to give it a value for those vars and maybe override one proc if you want a special behavior but that's it. This reorganization removes a lot of copypasta (most bullet_act() version for each obj were nearly identical). Two new elements are added to the armor list var: fire and acid armor values. How much damage an obj take depends on the armor value for each damage category. But some objects are INDESTRUCTIBLE and simply never take any damage no matter the type. The armor categories are: -melee(punches, item attacks, xeno/animal/hulk attacks, blob attacks, thrown weapons) -bullet -laser -energy (used by projectiles like ionrifle, taser, and also by EMPs) -bio (unused for this, only here because clothes use them when worn) -rad (same) -bomb (self-explanatory) -fire (for fire damage, not for heat damage though) -acid For machines and structures, when their health reaches zero the object is not just deleted but gets somewhat forcedeconstructed (the proc used is shared with the actual deconstruction system) which can drops things. To not frustrates players most of these objects drop most of the elements necessary to rebuild them (think window dropping shards). Machines drop a machine frame and all components for example (but the frame can then be itself smashed to pieces). For clothes, when they are damaged, they get a "damaged" overlay, which can also be seen when worn, similar to the "bloody" overlay. It refactors acid. See #20537. Some objects are ACID_PROOF and take no damage from acid, while others take varying amounts of damage depending on their acid armor value. Some objects are even UNACIDABLE, no acid effect can even land on them. Acid on objects can be washed off using water. It changes some aspect of damage from fires. All /obj/ can now take fire damage and be flammable, instead of just items. And instead of having just FLAMMABLE objs that become ON_FIRE as soon as some fire touch them (paper), we now have objects that are non flammable but do take damage from fire and become ashes if their health reaches zero (only for items). The damage taken varies depending on the obj's fire armor value and total health. There's also still obj and items that are FIRE_PROOF (although some might still be melted by lava if they're not LAVA_PROOF). When a mob is on fire, its clothes now take fire damage and can turn to ashes. Similarly, when a mob takes melee damages, its clothes gets damaged a bit and can turn to shreds. You can repair clothes with cloth that is produceable by botany's biogenerator. It also does many minor things: Clicking a structure/machine with an item on help intent never results in an attack (so you don't destroy a structure while trying to figure out which tool to use). I moved a lot of objects away from /obj/effect, it should only be used for visual effects, decals and stuff, not for things you can hit and destroy. I tweaked a bit how clothes shredding from bombs work. I made a machine or structure un/anchorable with the wrench, I don't remember which object... Since I changed the meaning of the FIRE_PROOF bitflag to actually mean fire immune, I'm buffing the slime extract that you apply on items to make them fire proof. well now they're really 100% fire proof! animals with environment_smash = 1 no longer one-hit destroy tables and stuff, we give them a decent obj_damage value so they can destroy most obj relatively fast depending on the animal. Probably a million things I forgot. If you want to know how the damage system works all you need is the three obj vars "obj_integrity", "max_integrity", "integrity_failure", as well as the armor list var and the resistance_flags bitfield, and read the file obj_defense.dm
441 lines
11 KiB
Plaintext
441 lines
11 KiB
Plaintext
//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:33
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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/singularity.dmi'
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icon_state = "singularity_s1"
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anchored = 1
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density = 1
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layer = MASSIVE_OBJ_LAYER
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luminosity = 6
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appearance_flags = 0
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var/current_size = 1
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var/allowed_size = 1
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var/contained = 1 //Are we going to move around?
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var/energy = 100 //How strong are we?
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var/dissipate = 1 //Do we lose energy over time?
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var/dissipate_delay = 10
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var/dissipate_track = 0
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var/dissipate_strength = 1 //How much energy do we lose?
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var/move_self = 1 //Do we move on our own?
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var/grav_pull = 4 //How many tiles out do we pull?
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var/consume_range = 0 //How many tiles out do we eat
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var/event_chance = 15 //Prob for event each tick
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var/target = null //its target. moves towards the target if it has one
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var/last_failed_movement = 0//Will not move in the same dir if it couldnt before, will help with the getting stuck on fields thing
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var/last_warning
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var/consumedSupermatter = 0 //If the singularity has eaten a supermatter shard and can go to stage six
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resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
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/obj/singularity/New(loc, var/starting_energy = 50, var/temp = 0)
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//CARN: admin-alert for chuckle-fuckery.
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admin_investigate_setup()
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src.energy = starting_energy
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..()
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START_PROCESSING(SSobj, src)
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poi_list |= src
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for(var/obj/machinery/power/singularity_beacon/singubeacon in machines)
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if(singubeacon.active)
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target = singubeacon
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break
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return
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/obj/singularity/Destroy()
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STOP_PROCESSING(SSobj, src)
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poi_list.Remove(src)
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return ..()
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/obj/singularity/Move(atom/newloc, direct)
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if(current_size >= STAGE_FIVE || check_turfs_in(direct))
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last_failed_movement = 0//Reset this because we moved
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return ..()
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else
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last_failed_movement = direct
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return 0
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/obj/singularity/attack_hand(mob/user)
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consume(user)
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return 1
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/obj/singularity/attack_paw(mob/user)
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consume(user)
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/obj/singularity/attack_alien(mob/user)
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consume(user)
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/obj/singularity/attack_animal(mob/user)
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consume(user)
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/obj/singularity/attackby(obj/item/weapon/W, mob/user, params)
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consume(user)
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return 1
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/obj/singularity/Process_Spacemove() //The singularity stops drifting for no man!
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return 0
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/obj/singularity/blob_act(obj/structure/blob/B)
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return
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/obj/singularity/ex_act(severity, target)
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switch(severity)
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if(1)
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if(current_size <= STAGE_TWO)
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investigate_log("has been destroyed by a heavy explosion.","singulo")
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qdel(src)
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return
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else
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energy -= round(((energy+1)/2),1)
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if(2)
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energy -= round(((energy+1)/3),1)
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if(3)
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energy -= round(((energy+1)/4),1)
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return
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/obj/singularity/bullet_act(obj/item/projectile/P)
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return 0 //Will there be an impact? Who knows. Will we see it? No.
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/obj/singularity/Bump(atom/A)
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consume(A)
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return
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/obj/singularity/Bumped(atom/A)
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consume(A)
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return
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/obj/singularity/process()
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if(current_size >= STAGE_TWO)
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move()
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pulse()
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if(prob(event_chance))//Chance for it to run a special event TODO:Come up with one or two more that fit
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event()
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eat()
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dissipate()
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check_energy()
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return
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/obj/singularity/attack_ai() //to prevent ais from gibbing themselves when they click on one.
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return
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/obj/singularity/proc/admin_investigate_setup()
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last_warning = world.time
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var/count = locate(/obj/machinery/field/containment) in urange(30, src, 1)
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if(!count)
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message_admins("A singulo has been created without containment fields active ([x],[y],[z])",1)
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investigate_log("was created. [count?"":"<font color='red'>No containment fields were active</font>"]","singulo")
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/obj/singularity/proc/dissipate()
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if(!dissipate)
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return
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if(dissipate_track >= dissipate_delay)
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src.energy -= dissipate_strength
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dissipate_track = 0
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else
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dissipate_track++
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/obj/singularity/proc/expand(force_size = 0)
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var/temp_allowed_size = src.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 && !consumedSupermatter)
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temp_allowed_size = STAGE_FIVE
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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/singularity.dmi'
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icon_state = "singularity_s1"
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pixel_x = 0
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pixel_y = 0
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grav_pull = 4
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consume_range = 0
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dissipate_delay = 10
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dissipate_track = 0
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dissipate_strength = 1
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if(STAGE_TWO)
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if((check_turfs_in(1,1))&&(check_turfs_in(2,1))&&(check_turfs_in(4,1))&&(check_turfs_in(8,1)))
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current_size = STAGE_TWO
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icon = 'icons/effects/96x96.dmi'
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icon_state = "singularity_s3"
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pixel_x = -32
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pixel_y = -32
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grav_pull = 6
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consume_range = 1
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dissipate_delay = 5
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dissipate_track = 0
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dissipate_strength = 5
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if(STAGE_THREE)
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if((check_turfs_in(1,2))&&(check_turfs_in(2,2))&&(check_turfs_in(4,2))&&(check_turfs_in(8,2)))
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current_size = STAGE_THREE
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icon = 'icons/effects/160x160.dmi'
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icon_state = "singularity_s5"
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pixel_x = -64
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pixel_y = -64
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grav_pull = 8
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consume_range = 2
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dissipate_delay = 4
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dissipate_track = 0
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dissipate_strength = 20
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if(STAGE_FOUR)
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if((check_turfs_in(1,3))&&(check_turfs_in(2,3))&&(check_turfs_in(4,3))&&(check_turfs_in(8,3)))
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current_size = STAGE_FOUR
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icon = 'icons/effects/224x224.dmi'
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icon_state = "singularity_s7"
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pixel_x = -96
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pixel_y = -96
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grav_pull = 10
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consume_range = 3
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dissipate_delay = 10
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dissipate_track = 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_s9"
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pixel_x = -128
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pixel_y = -128
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grav_pull = 10
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consume_range = 4
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dissipate = 0 //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_s11"
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pixel_x = -160
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pixel_y = -160
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grav_pull = 15
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consume_range = 5
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dissipate = 0
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if(current_size == allowed_size)
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investigate_log("<font color='red'>grew to size [current_size]</font>","singulo")
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return 1
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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 0
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/obj/singularity/proc/check_energy()
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if(energy <= 0)
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investigate_log("collapsed.","singulo")
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qdel(src)
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return 0
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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 && consumedSupermatter)
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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 1
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/obj/singularity/proc/eat()
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set background = BACKGROUND_ENABLED
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for(var/tile in spiral_range_turfs(grav_pull, src))
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var/turf/T = tile
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if(!T || !isturf(loc))
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continue
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if(get_dist(T, src) > consume_range)
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T.singularity_pull(src, current_size)
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else
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consume(T)
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for(var/thing in T)
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if(isturf(loc) && thing != src)
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var/atom/movable/X = thing
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if(get_dist(X, src) > consume_range)
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X.singularity_pull(src, current_size)
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else
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consume(X)
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CHECK_TICK
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return
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/obj/singularity/proc/consume(atom/A)
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var/gain = A.singularity_act(current_size, src)
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src.energy += gain
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if(istype(A, /obj/machinery/power/supermatter_shard) && !consumedSupermatter)
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desc = "[initial(desc)] It glows fiercely with inner fire."
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name = "supermatter-charged [initial(name)]"
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consumedSupermatter = 1
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luminosity = 10
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return
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/obj/singularity/proc/move(force_move = 0)
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if(!move_self)
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return 0
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var/movement_dir = pick(alldirs - last_failed_movement)
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if(force_move)
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movement_dir = force_move
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if(target && prob(60))
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movement_dir = get_dir(src,target) //moves to a singulo beacon, if there is one
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step(src, movement_dir)
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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 0
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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/T = src.loc
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for(var/i = 1 to steps)
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T = get_step(T,direction)
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if(!isturf(T))
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return 0
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turfs.Add(T)
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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/T2 = T
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for(var/j = 1 to steps-1)
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T2 = get_step(T2,dir2)
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if(!isturf(T2))
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return 0
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turfs.Add(T2)
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for(var/k = 1 to steps-1)
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T = get_step(T,dir3)
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if(!isturf(T))
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return 0
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turfs.Add(T)
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for(var/turf/T3 in turfs)
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if(isnull(T3))
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continue
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if(!can_move(T3))
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return 0
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return 1
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/obj/singularity/proc/can_move(turf/T)
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if(!T)
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return 0
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if((locate(/obj/machinery/field/containment) in T)||(locate(/obj/machinery/shieldwall) in T))
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return 0
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else if(locate(/obj/machinery/field/generator) in T)
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var/obj/machinery/field/generator/G = locate(/obj/machinery/field/generator) in T
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if(G && G.active)
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return 0
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else if(locate(/obj/machinery/shieldwallgen) in T)
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var/obj/machinery/shieldwallgen/S = locate(/obj/machinery/shieldwallgen) in T
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if(S && S.active)
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return 0
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return 1
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/obj/singularity/proc/event()
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var/numb = pick(1,2,3,4,5,6)
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switch(numb)
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if(1)//EMP
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emp_area()
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if(2,3)//tox damage all carbon mobs in area
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toxmob()
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if(4)//Stun mobs who lack optic scanners
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mezzer()
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if(5,6) //Sets all nearby mobs on fire
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if(current_size < STAGE_SIX)
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return 0
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combust_mobs()
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else
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return 0
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return 1
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/obj/singularity/proc/toxmob()
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var/toxrange = 10
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var/radiation = 15
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var/radiationmin = 3
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if (energy>200)
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radiation += round((energy-150)/10,1)
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radiationmin = round((radiation/5),1)
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for(var/mob/living/M in view(toxrange, src.loc))
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M.rad_act(rand(radiationmin,radiation))
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/obj/singularity/proc/combust_mobs()
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for(var/mob/living/carbon/C in urange(20, src, 1))
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C.visible_message("<span class='warning'>[C]'s skin bursts into flame!</span>", \
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"<span class='userdanger'>You feel an inner fire as your skin bursts into flames!</span>")
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C.adjust_fire_stacks(5)
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C.IgniteMob()
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return
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/obj/singularity/proc/mezzer()
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for(var/mob/living/carbon/M in oviewers(8, src))
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if(istype(M, /mob/living/brain)) //Ignore brains
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continue
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if(M.stat == CONSCIOUS)
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if (ishuman(M))
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var/mob/living/carbon/human/H = M
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if(istype(H.glasses, /obj/item/clothing/glasses/meson))
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var/obj/item/clothing/glasses/meson/MS = H.glasses
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if(MS.vision_flags == SEE_TURFS)
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H << "<span class='notice'>You look directly into the [src.name], good thing you had your protective eyewear on!</span>"
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return
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M.apply_effect(3, STUN)
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M.visible_message("<span class='danger'>[M] stares blankly at the [src.name]!</span>", \
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"<span class='userdanger'>You look directly into the [src.name] and feel weak.</span>")
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return
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/obj/singularity/proc/emp_area()
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empulse(src, 8, 10)
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return
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/obj/singularity/proc/pulse()
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for(var/obj/machinery/power/rad_collector/R in rad_collectors)
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if(R.z == z && get_dist(R, src) <= 15) // Better than using orange() every process
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R.receive_pulse(energy)
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/obj/singularity/singularity_act()
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var/gain = (energy/2)
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var/dist = max((current_size - 2),1)
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explosion(src.loc,(dist),(dist*2),(dist*4))
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qdel(src)
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return(gain)
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