mirror of
https://github.com/Bubberstation/Bubberstation.git
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* Adds explosion SFX to the blastcannon and explosive compressor - Extracts the explosion SFX and screenshake proc from the SSexplosions explosion handling proc and lets the explosive compressor and blastcannon use it. * Miscellaneous changes - Adds defines for the internal explosion arglist keys - Reverses the values of the explosion severity defines - Changes almost everything that uses `/proc/explosion` to use named arguments - Removes a whole bunch of argname = 0 in explosion calls. * Removes named callback arguments. * Changes the explosion signals to just use the arguments list Adds a simple framework to let objects respond to explosions occurring inside of them. Changes a whole bunch of explosions to use the object being exploded as the origin of the explosion rather than the turf the object is on. Makes the explosive compressor and blastcannon actually use the TTVs they are given. Adds support for things responding to internal explosions. Less snowflake code for the explosive compressor and blastcannon calculating bomb range.* Less confusing explosion severity defines. Less opaque explosion arguments *does not guarantee that the solution to letting them actually use the TTV is any less snowflake.
432 lines
12 KiB
Plaintext
432 lines
12 KiB
Plaintext
/// The gravitational singularity
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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 = TRUE
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density = TRUE
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move_resist = INFINITY
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plane = MASSIVE_OBJ_PLANE
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plane = ABOVE_LIGHTING_PLANE
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light_range = 6
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appearance_flags = LONG_GLIDE
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/// The singularity component itself.
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/// A weak ref in case an admin removes the component to preserve the functionality.
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var/datum/weakref/singularity_component
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var/current_size = 1
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var/allowed_size = 1
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var/energy = 100 //How strong are we?
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var/dissipate = TRUE //Do we lose energy over time?
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/// How long should it take for us to dissipate in seconds?
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var/dissipate_delay = 20
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/// How much energy do we lose every dissipate_delay?
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var/dissipate_strength = 1
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/// How long its been (in seconds) since the last dissipation
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var/time_since_last_dissipiation = 0
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var/event_chance = 10 //Prob for event each tick
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var/move_self = TRUE
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var/consumed_supermatter = FALSE //If the singularity has eaten a supermatter shard and can go to stage six
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flags_1 = SUPERMATTER_IGNORES_1
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resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF | FREEZE_PROOF
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obj_flags = CAN_BE_HIT | DANGEROUS_POSSESSION
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/obj/singularity/Initialize(mapload, starting_energy = 50)
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. = ..()
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energy = starting_energy
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START_PROCESSING(SSobj, src)
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AddElement(/datum/element/point_of_interest)
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GLOB.singularities |= src
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var/datum/component/singularity/new_component = AddComponent(
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/datum/component/singularity, \
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consume_callback = CALLBACK(src, .proc/consume), \
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)
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singularity_component = WEAKREF(new_component)
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expand(current_size)
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for (var/obj/machinery/power/singularity_beacon/singubeacon in GLOB.machines)
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if (singubeacon.active)
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new_component.target = singubeacon
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break
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if (!mapload)
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notify_ghosts("IT'S LOOSE", source = src, action = NOTIFY_ORBIT, flashwindow = FALSE, ghost_sound = 'sound/machines/warning-buzzer.ogg', header = "IT'S LOOSE", notify_volume = 75)
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/obj/singularity/Destroy()
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STOP_PROCESSING(SSobj, src)
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GLOB.singularities.Remove(src)
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return ..()
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/obj/singularity/attack_tk(mob/user)
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if(!iscarbon(user))
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return
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. = COMPONENT_CANCEL_ATTACK_CHAIN
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var/mob/living/carbon/jedi = user
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jedi.visible_message(
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"<span class='danger'>[jedi]'s head begins to collapse in on itself!</span>",
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"<span class='userdanger'>Your head feels like it's collapsing in on itself! This was really not a good idea!</span>",
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"<span class='hear'>You hear something crack and explode in gore.</span>"
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)
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jedi.Stun(3 SECONDS)
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new /obj/effect/gibspawner/generic(get_turf(jedi), jedi)
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jedi.apply_damage(30, BRUTE, BODY_ZONE_HEAD)
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if(QDELETED(jedi))
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return // damage was too much
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if(jedi.stat == DEAD)
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jedi.ghostize()
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var/obj/item/bodypart/head/rip_u = jedi.get_bodypart(BODY_ZONE_HEAD)
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rip_u.dismember(BURN) //nice try jedi
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qdel(rip_u)
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return
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addtimer(CALLBACK(GLOBAL_PROC, .proc/carbon_tk_part_two, jedi), 0.1 SECONDS)
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/obj/singularity/proc/carbon_tk_part_two(mob/living/carbon/jedi)
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if(QDELETED(jedi))
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return
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new /obj/effect/gibspawner/generic(get_turf(jedi), jedi)
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jedi.apply_damage(30, BRUTE, BODY_ZONE_HEAD)
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if(QDELETED(jedi))
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return // damage was too much
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if(jedi.stat == DEAD)
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jedi.ghostize()
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var/obj/item/bodypart/head/rip_u = jedi.get_bodypart(BODY_ZONE_HEAD)
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if(rip_u)
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rip_u.dismember(BURN)
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qdel(rip_u)
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return
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addtimer(CALLBACK(GLOBAL_PROC, .proc/carbon_tk_part_three, jedi), 0.1 SECONDS)
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/obj/singularity/proc/carbon_tk_part_three(mob/living/carbon/jedi)
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if(QDELETED(jedi))
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return
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new /obj/effect/gibspawner/generic(get_turf(jedi), jedi)
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jedi.apply_damage(30, BRUTE, BODY_ZONE_HEAD)
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if(QDELETED(jedi))
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return // damage was too much
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jedi.ghostize()
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var/obj/item/bodypart/head/rip_u = jedi.get_bodypart(BODY_ZONE_HEAD)
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if(rip_u)
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rip_u.dismember(BURN)
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qdel(rip_u)
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/obj/singularity/ex_act(severity, target)
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switch(severity)
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if(EXPLODE_DEVASTATE)
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if(current_size <= STAGE_TWO)
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investigate_log("has been destroyed by a heavy explosion.", INVESTIGATE_SINGULO)
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qdel(src)
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return
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energy -= round(((energy + 1) / 2), 1)
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if(EXPLODE_HEAVY)
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energy -= round(((energy + 1) / 3), 1)
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if(EXPLODE_LIGHT)
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energy -= round(((energy + 1) / 4), 1)
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/obj/singularity/process(delta_time)
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if(current_size >= STAGE_TWO)
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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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dissipate(delta_time)
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check_energy()
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/obj/singularity/proc/dissipate(delta_time)
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if (!dissipate)
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return
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time_since_last_dissipiation += delta_time
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// Uses a while in case of especially long delta times
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while (time_since_last_dissipiation >= dissipate_delay)
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energy -= dissipate_strength
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time_since_last_dissipiation -= dissipate_delay
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/obj/singularity/proc/expand(force_size)
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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 && !consumed_supermatter)
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temp_allowed_size = STAGE_FIVE
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var/new_grav_pull
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var/new_consume_range
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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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new_grav_pull = 4
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new_consume_range = 0
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dissipate_delay = 10
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time_since_last_dissipiation = 0
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dissipate_strength = 1
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if(STAGE_TWO)
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if(check_cardinals_range(1, TRUE))
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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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new_grav_pull = 6
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new_consume_range = 1
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dissipate_delay = 5
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time_since_last_dissipiation = 0
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dissipate_strength = 5
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if(STAGE_THREE)
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if(check_cardinals_range(2, TRUE))
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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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new_grav_pull = 8
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new_consume_range = 2
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dissipate_delay = 4
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time_since_last_dissipiation = 0
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dissipate_strength = 20
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if(STAGE_FOUR)
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if(check_cardinals_range(3, TRUE))
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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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new_grav_pull = 10
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new_consume_range = 3
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dissipate_delay = 10
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time_since_last_dissipiation = 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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new_grav_pull = 10
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new_consume_range = 4
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dissipate = FALSE //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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new_grav_pull = 15
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new_consume_range = 5
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dissipate = FALSE
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var/datum/component/singularity/resolved_singularity = singularity_component.resolve()
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if (!isnull(resolved_singularity))
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resolved_singularity.consume_range = new_consume_range
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resolved_singularity.grav_pull = new_grav_pull
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resolved_singularity.disregard_failed_movements = current_size >= STAGE_FIVE
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resolved_singularity.roaming = move_self && current_size >= STAGE_TWO
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resolved_singularity.singularity_size = current_size
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if(current_size == allowed_size)
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investigate_log("<font color='red'>grew to size [current_size]</font>", INVESTIGATE_SINGULO)
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return TRUE
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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 FALSE
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/obj/singularity/proc/check_energy()
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if(energy <= 0)
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investigate_log("collapsed.", INVESTIGATE_SINGULO)
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qdel(src)
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return FALSE
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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 && consumed_supermatter)
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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 TRUE
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/obj/singularity/proc/consume(atom/thing)
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var/gain = thing.singularity_act(current_size, src)
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energy += gain
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if(istype(thing, /obj/machinery/power/supermatter_crystal) && !consumed_supermatter)
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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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consumed_supermatter = TRUE
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set_light(10)
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/obj/singularity/proc/check_cardinals_range(steps, retry_with_move = FALSE)
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. = length(GLOB.cardinals) //Should be 4.
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for(var/i in GLOB.cardinals)
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. -= check_turfs_in(i, steps) //-1 for each working direction
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if(. && retry_with_move) //If there's still a positive value it means it didn't pass. Retry with move if applicable
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for(var/i in GLOB.cardinals)
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if(step(src, i)) //Move in each direction.
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if(check_cardinals_range(steps, FALSE)) //New location passes, return true.
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return TRUE
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return !.
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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 FALSE
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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 FALSE
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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 FALSE
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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 FALSE
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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 FALSE
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return TRUE
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/obj/singularity/proc/can_move(turf/T)
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if(!T)
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return FALSE
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if((locate(/obj/machinery/field/containment) in T)||(locate(/obj/machinery/shieldwall) in T))
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return FALSE
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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?.active)
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return FALSE
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else if(locate(/obj/machinery/power/shieldwallgen) in T)
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var/obj/machinery/power/shieldwallgen/S = locate(/obj/machinery/power/shieldwallgen) in T
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if(S?.active)
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return FALSE
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return TRUE
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/obj/singularity/proc/event()
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var/numb = rand(1,4)
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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)//Stun mobs who lack optic scanners
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mezzer()
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if(3,4) //Sets all nearby mobs on fire
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if(current_size < STAGE_SIX)
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return FALSE
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combust_mobs()
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else
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return FALSE
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return TRUE
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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(isbrain(M)) //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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to_chat(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(60, EFFECT_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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/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, devastation_range = (dist), heavy_impact_range = (dist*2), light_impact_range = (dist*4))
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qdel(src)
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return gain
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/obj/singularity/deadchat_plays(mode = DEMOCRACY_MODE, cooldown = 12 SECONDS)
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. = AddComponent(/datum/component/deadchat_control/cardinal_movement, mode, list(), cooldown, CALLBACK(src, .proc/stop_deadchat_plays))
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if(. == COMPONENT_INCOMPATIBLE)
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return
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move_self = FALSE
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/obj/singularity/proc/stop_deadchat_plays()
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move_self = TRUE
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/obj/singularity/deadchat_controlled/Initialize(mapload, starting_energy)
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. = ..()
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deadchat_plays(mode = DEMOCRACY_MODE)
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