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Bubberstation/code/modules/power/singularity/singularity.dm
CRITAWAKETS da354ba4e2 Removes singularity, tesla, TEG and Mrs. Pacman. Changes supermatter overcharge delam. (#52873)
About The Pull Request

This PR removes the tesla and Mrs. Pacman from the game. The title is actually misleading, the TEG and singularity are still in the game but inaccessible and the singularity no longer has its generator.

Field generators and tesla coils have been kept because shocking your fellow man is the greatest sensation of power in the world.

The overcharging delamination for the supermatter has been replaced by the release of 2500 mols of tritium at 500,000 kelvin. An engineer who's really hateful of the station can use this for fusion, if they desire. Otherwise, its a tritium fire in engineering alongside the explosion. This will probably be changed in the future to be more potent since the explosion will pretty much just space all the tritium away.

Singularities no longer produce radiation. Now, keeping one is less about making power and more about making a statement, especially since you need to delaminate an SM shard for it.
Why It's Good For The Game

Having power optimized for one generator (SM+Turbine) will allow balancing to be feasible, also oranges wanted this. The other generators may later return but with tweaked values and different roles.
Changelog

🆑
del: Nanotrasen has removed their outdated teslas, singularities, TEGs and Mrs. Pacman generators from their servers and warehouse.
/🆑
2020-08-15 10:42:08 +12:00

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Plaintext

/obj/singularity
name = "gravitational singularity"
desc = "A gravitational singularity."
icon = 'icons/obj/singularity.dmi'
icon_state = "singularity_s1"
anchored = TRUE
density = TRUE
move_resist = INFINITY
layer = MASSIVE_OBJ_LAYER
light_range = 6
appearance_flags = 0
var/current_size = 1
var/allowed_size = 1
var/contained = 1 //Are we going to move around?
var/energy = 100 //How strong are we?
var/dissipate = 1 //Do we lose energy over time?
var/dissipate_delay = 10
var/dissipate_track = 0
var/dissipate_strength = 1 //How much energy do we lose?
var/move_self = 1 //Do we move on our own?
var/grav_pull = 4 //How many tiles out do we pull?
var/consume_range = 0 //How many tiles out do we eat
var/event_chance = 10 //Prob for event each tick
var/target = null //its target. moves towards the target if it has one
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
var/last_warning
var/consumedSupermatter = 0 //If the singularity has eaten a supermatter shard and can go to stage six
var/drifting_dir = 0 // Chosen direction to drift in
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)
//CARN: admin-alert for chuckle-fuckery.
admin_investigate_setup()
src.energy = starting_energy
. = ..()
START_PROCESSING(SSobj, src)
GLOB.poi_list |= src
GLOB.singularities |= src
for(var/obj/machinery/power/singularity_beacon/singubeacon in GLOB.machines)
if(singubeacon.active)
target = singubeacon
break
AddElement(/datum/element/bsa_blocker)
RegisterSignal(src, COMSIG_ATOM_BSA_BEAM, .proc/bluespace_reaction)
/obj/singularity/Destroy()
STOP_PROCESSING(SSobj, src)
GLOB.poi_list.Remove(src)
GLOB.singularities.Remove(src)
return ..()
/obj/singularity/Move(atom/newloc, direct)
var/turf/T = get_turf(src)
for(var/dir in GLOB.cardinals)
if(direct & dir)
T = get_step(T, dir)
if(!T)
break
// eat the stuff if we're going to move into it so it doesn't mess up our movement
for(var/atom/A in T.contents)
consume(A)
consume(T)
if(current_size >= STAGE_FIVE || check_turfs_in(direct))
last_failed_movement = 0//Reset this because we moved
return ..()
else
last_failed_movement = direct
return 0
/obj/singularity/attack_hand(mob/user)
consume(user)
return TRUE
/obj/singularity/attack_paw(mob/user)
consume(user)
/obj/singularity/attack_alien(mob/user)
consume(user)
/obj/singularity/attack_animal(mob/user)
consume(user)
/obj/singularity/attackby(obj/item/W, mob/user, params)
consume(user)
return 1
/obj/singularity/Process_Spacemove() //The singularity stops drifting for no man!
return 0
/obj/singularity/blob_act(obj/structure/blob/B)
return
/obj/singularity/attack_tk(mob/user)
if(iscarbon(user))
var/mob/living/carbon/C = user
C.visible_message("<span class='danger'>[C]'s head begins to collapse in on itself!</span>", "<span class='userdanger'>Your head feels like it's collapsing in on itself! This was really not a good idea!</span>", "<span class='hear'>You hear something crack and explode in gore.</span>")
var/turf/T = get_turf(C)
for(var/i in 1 to 3)
C.apply_damage(30, BRUTE, BODY_ZONE_HEAD)
new /obj/effect/gibspawner/generic(T, C)
sleep(1)
C.ghostize()
var/obj/item/bodypart/head/rip_u = C.get_bodypart(BODY_ZONE_HEAD)
rip_u.dismember(BURN) //nice try jedi
qdel(rip_u)
/obj/singularity/ex_act(severity, target)
switch(severity)
if(1)
if(current_size <= STAGE_TWO)
investigate_log("has been destroyed by a heavy explosion.", INVESTIGATE_SINGULO)
qdel(src)
return
else
energy -= round(((energy+1)/2),1)
if(2)
energy -= round(((energy+1)/3),1)
if(3)
energy -= round(((energy+1)/4),1)
return
/obj/singularity/bullet_act(obj/projectile/P)
qdel(P)
return BULLET_ACT_HIT //Will there be an impact? Who knows. Will we see it? No.
/obj/singularity/Bump(atom/A)
consume(A)
if(QDELETED(A)) // don't keep moving into objects that weren't destroyed infinitely
step(src, drifting_dir)
return
/obj/singularity/Crossed(atom/A)
..()
consume(A)
/obj/singularity/Bumped(atom/movable/AM)
consume(AM)
/obj/singularity/process()
if(current_size >= STAGE_TWO)
move()
if(prob(event_chance))//Chance for it to run a special event TODO:Come up with one or two more that fit
event()
eat()
dissipate()
check_energy()
return
/obj/singularity/attack_ai() //to prevent ais from gibbing themselves when they click on one.
return
/obj/singularity/proc/admin_investigate_setup()
var/turf/T = get_turf(src)
last_warning = world.time
var/count = locate(/obj/machinery/field/containment) in urange(30, src, 1)
if(!count)
message_admins("A singulo has been created without containment fields active at [ADMIN_VERBOSEJMP(T)].")
investigate_log("was created at [AREACOORD(T)]. [count?"":"<font color='red'>No containment fields were active</font>"]", INVESTIGATE_SINGULO)
/obj/singularity/proc/dissipate()
if(!dissipate)
return
if(dissipate_track >= dissipate_delay)
src.energy -= dissipate_strength
dissipate_track = 0
else
dissipate_track++
/obj/singularity/proc/expand(force_size = 0)
var/temp_allowed_size = src.allowed_size
if(force_size)
temp_allowed_size = force_size
if(temp_allowed_size >= STAGE_SIX && !consumedSupermatter)
temp_allowed_size = STAGE_FIVE
switch(temp_allowed_size)
if(STAGE_ONE)
current_size = STAGE_ONE
icon = 'icons/obj/singularity.dmi'
icon_state = "singularity_s1"
pixel_x = 0
pixel_y = 0
grav_pull = 4
consume_range = 0
dissipate_delay = 10
dissipate_track = 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_s3"
pixel_x = -32
pixel_y = -32
grav_pull = 6
consume_range = 1
dissipate_delay = 5
dissipate_track = 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_s5"
pixel_x = -64
pixel_y = -64
grav_pull = 8
consume_range = 2
dissipate_delay = 4
dissipate_track = 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_s7"
pixel_x = -96
pixel_y = -96
grav_pull = 10
consume_range = 3
dissipate_delay = 10
dissipate_track = 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_s9"
pixel_x = -128
pixel_y = -128
grav_pull = 10
consume_range = 4
dissipate = 0 //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_s11"
pixel_x = -160
pixel_y = -160
grav_pull = 15
consume_range = 5
dissipate = 0
if(current_size == allowed_size)
investigate_log("<font color='red'>grew to size [current_size]</font>", INVESTIGATE_SINGULO)
return 1
else if(current_size < (--temp_allowed_size))
expand(temp_allowed_size)
else
return 0
/obj/singularity/proc/check_energy()
if(energy <= 0)
investigate_log("collapsed.", INVESTIGATE_SINGULO)
qdel(src)
return 0
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 && consumedSupermatter)
allowed_size = STAGE_SIX
else
allowed_size = STAGE_FIVE
if(current_size != allowed_size)
expand()
return 1
/obj/singularity/proc/eat()
for(var/tile in spiral_range_turfs(grav_pull, src))
var/turf/T = tile
if(!T || !isturf(loc))
continue
if(get_dist(T, src) > consume_range)
T.singularity_pull(src, current_size)
else
consume(T)
for(var/thing in T)
if(isturf(loc) && thing != src)
var/atom/movable/X = thing
if(get_dist(X, src) > consume_range)
X.singularity_pull(src, current_size)
else
consume(X)
CHECK_TICK
return
/obj/singularity/proc/consume(atom/A)
var/gain = A.singularity_act(current_size, src)
src.energy += gain
if(istype(A, /obj/machinery/power/supermatter_crystal) && !consumedSupermatter)
desc = "[initial(desc)] It glows fiercely with inner fire."
name = "supermatter-charged [initial(name)]"
consumedSupermatter = 1
set_light(10)
return
/obj/singularity/proc/move(force_move = 0)
if(!move_self)
return 0
var/drifting_dir = pick(GLOB.alldirs - last_failed_movement)
if(force_move)
drifting_dir = force_move
if(target && prob(60))
drifting_dir = get_dir(src,target) //moves to a singulo beacon, if there is one
step(src, drifting_dir)
/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
. = !.
/obj/singularity/proc/check_turfs_in(direction = 0, step = 0)
if(!direction)
return 0
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/T = src.loc
for(var/i = 1 to steps)
T = get_step(T,direction)
if(!isturf(T))
return 0
turfs.Add(T)
var/dir2 = 0
var/dir3 = 0
switch(direction)
if(NORTH||SOUTH)
dir2 = 4
dir3 = 8
if(EAST||WEST)
dir2 = 1
dir3 = 2
var/turf/T2 = T
for(var/j = 1 to steps-1)
T2 = get_step(T2,dir2)
if(!isturf(T2))
return 0
turfs.Add(T2)
for(var/k = 1 to steps-1)
T = get_step(T,dir3)
if(!isturf(T))
return 0
turfs.Add(T)
for(var/turf/T3 in turfs)
if(isnull(T3))
continue
if(!can_move(T3))
return 0
return 1
/obj/singularity/proc/can_move(turf/T)
if(!T)
return 0
if((locate(/obj/machinery/field/containment) in T)||(locate(/obj/machinery/shieldwall) in T))
return 0
else if(locate(/obj/machinery/field/generator) in T)
var/obj/machinery/field/generator/G = locate(/obj/machinery/field/generator) in T
if(G && G.active)
return 0
else if(locate(/obj/machinery/power/shieldwallgen) in T)
var/obj/machinery/power/shieldwallgen/S = locate(/obj/machinery/power/shieldwallgen) in T
if(S && S.active)
return 0
return 1
/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 0
combust_mobs()
else
return 0
return 1
/obj/singularity/proc/combust_mobs()
for(var/mob/living/carbon/C in urange(20, src, 1))
C.visible_message("<span class='warning'>[C]'s skin bursts into flame!</span>", \
"<span class='userdanger'>You feel an inner fire as your skin bursts into flames!</span>")
C.adjust_fire_stacks(5)
C.IgniteMob()
return
/obj/singularity/proc/mezzer()
for(var/mob/living/carbon/M in oviewers(8, src))
if(isbrain(M)) //Ignore brains
continue
if(M.stat == CONSCIOUS)
if (ishuman(M))
var/mob/living/carbon/human/H = M
if(istype(H.glasses, /obj/item/clothing/glasses/meson))
var/obj/item/clothing/glasses/meson/MS = H.glasses
if(MS.vision_flags == SEE_TURFS)
to_chat(H, "<span class='notice'>You look directly into the [src.name], good thing you had your protective eyewear on!</span>")
return
M.apply_effect(60, EFFECT_STUN)
M.visible_message("<span class='danger'>[M] stares blankly at the [src.name]!</span>", \
"<span class='userdanger'>You look directly into the [src.name] and feel weak.</span>")
return
/obj/singularity/proc/emp_area()
empulse(src, 8, 10)
return
/obj/singularity/singularity_act()
var/gain = (energy/2)
var/dist = max((current_size - 2),1)
explosion(src.loc,(dist),(dist*2),(dist*4))
qdel(src)
return(gain)
/obj/singularity/proc/bluespace_reaction()
investigate_log("has been shot by bluespace artillery and destroyed.", INVESTIGATE_SINGULO)
qdel(src)
/obj/singularity/deadchat_controlled
move_self = FALSE
/obj/singularity/deadchat_controlled/Initialize(mapload, starting_energy)
. = ..()
AddComponent(/datum/component/deadchat_control, DEMOCRACY_MODE, list(
"up" = CALLBACK(GLOBAL_PROC, .proc/_step, src, NORTH),
"down" = CALLBACK(GLOBAL_PROC, .proc/_step, src, SOUTH),
"left" = CALLBACK(GLOBAL_PROC, .proc/_step, src, WEST),
"right" = CALLBACK(GLOBAL_PROC, .proc/_step, src, EAST)))