mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-01-02 04:52:10 +00:00
This just adds some vars that the refactor will use. Putting this in a separate PR prevent the damage refactor PR from becoming too big (number of files changed) and hard to read and review. Introduces the resistance_flags bitflag that replaces unacidable and burn_state. Moves the armor var from item to /obj level and gives specific armor values to many objects, the armor list also gets two new armor types: fire and acid, which will be used in the refactor. the new fire and acid armor values are given to plenty of items.
230 lines
5.8 KiB
Plaintext
230 lines
5.8 KiB
Plaintext
//Anomalies, used for events. Note that these DO NOT work by themselves; their procs are called by the event datum.
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/obj/effect/anomaly
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name = "anomaly"
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desc = "A mysterious anomaly, seen commonly only in the region of space that the station orbits..."
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icon_state = "bhole3"
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density = 0
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anchored = 1
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luminosity = 3
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var/movechance = 70
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var/obj/item/device/assembly/signaler/anomaly/aSignal = null
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/obj/effect/anomaly/New()
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..()
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poi_list |= src
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SetLuminosity(initial(luminosity))
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aSignal = new(src)
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aSignal.code = rand(1,100)
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aSignal.frequency = rand(1200, 1599)
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if(IsMultiple(aSignal.frequency, 2))//signaller frequencies are always uneven!
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aSignal.frequency++
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/obj/effect/anomaly/Destroy()
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poi_list.Remove(src)
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return ..()
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/obj/effect/anomaly/proc/anomalyEffect()
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if(prob(movechance))
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step(src,pick(alldirs))
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/obj/effect/anomaly/ex_act(severity, target)
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if(severity == 1)
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qdel(src)
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/obj/effect/anomaly/proc/anomalyNeutralize()
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PoolOrNew(/obj/effect/particle_effect/smoke/bad, loc)
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for(var/atom/movable/O in src)
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O.loc = src.loc
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qdel(src)
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/obj/effect/anomaly/attackby(obj/item/I, mob/user, params)
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if(istype(I, /obj/item/device/analyzer))
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user << "<span class='notice'>Analyzing... [src]'s unstable field is fluctuating along frequency [format_frequency(aSignal.frequency)], code [aSignal.code].</span>"
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///////////////////////
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/obj/effect/anomaly/grav
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name = "gravitational anomaly"
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icon_state = "shield2"
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density = 0
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var/boing = 0
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/obj/effect/anomaly/grav/New()
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..()
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aSignal.origin_tech = "magnets=7"
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/obj/effect/anomaly/grav/anomalyEffect()
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..()
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boing = 1
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for(var/obj/O in orange(4, src))
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if(!O.anchored)
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step_towards(O,src)
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for(var/mob/living/M in range(0, src))
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gravShock(M)
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for(var/mob/living/M in orange(4, src))
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step_towards(M,src)
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for(var/obj/O in range(0,src))
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if(!O.anchored)
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var/mob/living/target = locate() in view(4,src)
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if(target && !target.stat)
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O.throw_at(target, 5, 10)
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/obj/effect/anomaly/grav/Crossed(mob/A)
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gravShock(A)
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/obj/effect/anomaly/grav/Bump(mob/A)
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gravShock(A)
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/obj/effect/anomaly/grav/Bumped(mob/A)
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gravShock(A)
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/obj/effect/anomaly/grav/proc/gravShock(mob/A)
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if(boing && isliving(A) && !A.stat)
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A.Weaken(2)
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var/atom/target = get_edge_target_turf(A, get_dir(src, get_step_away(A, src)))
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A.throw_at(target, 5, 1)
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boing = 0
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/////////////////////
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/obj/effect/anomaly/flux
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name = "flux wave anomaly"
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icon_state = "electricity2"
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density = 1
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var/canshock = 0
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var/shockdamage = 20
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/obj/effect/anomaly/flux/New()
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..()
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aSignal.origin_tech = "powerstorage=7"
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/obj/effect/anomaly/flux/anomalyEffect()
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..()
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canshock = 1
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for(var/mob/living/M in range(0, src))
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mobShock(M)
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/obj/effect/anomaly/flux/Crossed(mob/living/M)
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mobShock(M)
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/obj/effect/anomaly/flux/Bump(mob/living/M)
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mobShock(M)
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/obj/effect/anomaly/flux/Bumped(mob/living/M)
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mobShock(M)
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/obj/effect/anomaly/flux/proc/mobShock(mob/living/M)
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if(canshock && istype(M))
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canshock = 0 //Just so you don't instakill yourself if you slam into the anomaly five times in a second.
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if(iscarbon(M))
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if(ishuman(M))
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M.electrocute_act(shockdamage, "[name]", safety=1)
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return
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M.electrocute_act(shockdamage, "[name]")
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return
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else
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M.adjustFireLoss(shockdamage)
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M.visible_message("<span class='danger'>[M] was shocked by \the [name]!</span>", \
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"<span class='userdanger'>You feel a powerful shock coursing through your body!</span>", \
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"<span class='italics'>You hear a heavy electrical crack.</span>")
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/////////////////////
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/obj/effect/anomaly/bluespace
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name = "bluespace anomaly"
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icon = 'icons/obj/projectiles.dmi'
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icon_state = "bluespace"
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density = 1
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/obj/effect/anomaly/bluespace/New()
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..()
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aSignal.origin_tech = "bluespace=7"
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/obj/effect/anomaly/bluespace/anomalyEffect()
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..()
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for(var/mob/living/M in range(1,src))
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do_teleport(M, locate(M.x, M.y, M.z), 4)
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/obj/effect/anomaly/bluespace/Bumped(atom/A)
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if(isliving(A))
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do_teleport(A, locate(A.x, A.y, A.z), 8)
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/////////////////////
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/obj/effect/anomaly/pyro
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name = "pyroclastic anomaly"
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icon_state = "mustard"
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/obj/effect/anomaly/pyro/New()
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..()
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aSignal.origin_tech = "plasmatech=7"
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/obj/effect/anomaly/pyro/anomalyEffect()
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..()
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var/turf/open/T = get_turf(src)
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if(istype(T))
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T.atmos_spawn_air("o2=5;plasma=5;TEMP=1000")
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/////////////////////
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/obj/effect/anomaly/bhole
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name = "vortex anomaly"
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icon_state = "bhole3"
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desc = "That's a nice station you have there. It'd be a shame if something happened to it."
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/obj/effect/anomaly/bhole/New()
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..()
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aSignal.origin_tech = "engineering=7"
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/obj/effect/anomaly/bhole/anomalyEffect()
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..()
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if(!isturf(loc)) //blackhole cannot be contained inside anything. Weird stuff might happen
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qdel(src)
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return
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grav(rand(0,3), rand(2,3), 50, 25)
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//Throwing stuff around!
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for(var/obj/O in range(2,src))
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if(O == src)
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return //DON'T DELETE YOURSELF GOD DAMN
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if(!O.anchored)
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var/mob/living/target = locate() in view(4,src)
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if(target && !target.stat)
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O.throw_at(target, 7, 5)
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else
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O.ex_act(2)
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/obj/effect/anomaly/bhole/proc/grav(r, ex_act_force, pull_chance, turf_removal_chance)
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for(var/t = -r, t < r, t++)
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affect_coord(x+t, y-r, ex_act_force, pull_chance, turf_removal_chance)
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affect_coord(x-t, y+r, ex_act_force, pull_chance, turf_removal_chance)
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affect_coord(x+r, y+t, ex_act_force, pull_chance, turf_removal_chance)
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affect_coord(x-r, y-t, ex_act_force, pull_chance, turf_removal_chance)
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/obj/effect/anomaly/bhole/proc/affect_coord(x, y, ex_act_force, pull_chance, turf_removal_chance)
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//Get turf at coordinate
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var/turf/T = locate(x, y, z)
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if(isnull(T))
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return
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//Pulling and/or ex_act-ing movable atoms in that turf
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if(prob(pull_chance))
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for(var/obj/O in T.contents)
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if(O.anchored)
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O.ex_act(ex_act_force)
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else
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step_towards(O,src)
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for(var/mob/living/M in T.contents)
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step_towards(M,src)
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//Damaging the turf
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if( T && prob(turf_removal_chance) )
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T.ex_act(ex_act_force)
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