mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-01-22 06:56:31 +00:00
* Refactors firestacks into status effects (#66573) This PR refactors firestacks into two status effects: fire_stacks, which behave like normal firestacks you have right now, and wet_stacks, which are your negative fire stacks right now. This allows for custom fires with custom behaviors and icons to be made. Some fire related is moved away from species(what the fuck was it even doing there) into these as well. Oh and I fixed the bug where monkeys on fire had a human fire overlay, why wasn't this fixed already, it's like ancient. Also changed some related proc names to be snake_case like everything should be. This allows for custom fire types with custom behaviours, like freezing freon fire or radioactive tritium fire. Removing vars from living and moving them to status effects for modularity is also good. Nothing to argue about since there's nothing player-facing * Hud Image Culling By Z Level: Theft edition (#65189) * makes hud images only apply by z level * makes some of the atom_hud procs have better names * fixes warning with the hud_user list and adds better documentation * better docs for hud_images * removes TODOs * docs for hud_list * adds support for linked z levels so mobs can see lower ones * fixes merge conflict and shittily makes only shocked airlocks get added * adds support for setting images in the hud as active and inactive * gets rid of unatomic spatial grid change * maybe i should actually try COMPILING my changes * fixes merge skew and makes it compile again * fixes huds refusing to remove from users who changed z level * improves z level and registration logic * fixes antag huds not appearing * Fixes antag huds not properly setting. We now use hud_list in init, so it needs to be set before the new call, not after. Not sure why the use of appearance key was split like this, but none else knows either so none can stop me * Ensures that hiding a basic appearance also hides the atom's active list too * Fixes antag huds going poof Ensures that remove_atom_from_hud will return false if the passed atom isn't managed by it This fixes antag huds disappearing randomly, since they assumed that if the parent call of remove_atom_from_hud returned true, we should delete ourselves. This is a safe assumption for them to make, since they should only ever have one atom. Does kinda bork if we call remove_atom_from_hud in a way that is unsure if the passed atom is actually in that list. We were forced into doing this by how atom huds use the qdeleting signal. * makes basic alternate_appearance's only update themselves when setting their hud image to active and makes them not add themselves to the global huds_by_category list * fixes mistake with hud_users list being set non associatively (bad) * as anything in bot path loops * Fixes merge skew problems * Makes bot paths non global This way they can show themselves to only the bot that "owns" them, ya feel me? * Fixes huds not showing up sometimes, cleans up some code Post Kapu's limb refactor, we were calling prepare_huds twice in a human init call chain. What was happening was this: call prepare_huds() // Human I gained a new hud image I set active hud icons to mirror it call prepare_huds() // Living I overwrote the new hud image I attempted to set active hud icons, which failed because it assumes this can never happen *cries* * Renames add_hud_to_atom to show_to My hope is this will make understanding hud code a bit easier, by tying the behavior to a "verb" more closely. Also renamed a few vars * remove_hud_from_mob -> hide_from * Nitpicks a few comments * Whoops/fuck/shit/damn it all/hhhhhhhhhhhh * Moves check down, improves stack trace a bit Co-authored-by: KylerAce <kylerlumpkin1@gmail.com> * small touch-up * this should do it Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com> Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> Co-authored-by: KylerAce <kylerlumpkin1@gmail.com>
464 lines
14 KiB
Plaintext
464 lines
14 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 = 'modular_skyrat/modules/aesthetics/singularity/singularity_s1.dmi' //SKYRAT EDIT CHANGE
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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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invisibility = INVISIBILITY_MAXIMUM //SKYRAT EDIT ADDITION
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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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///Current singularity size, from 1 to 6
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var/current_size = 1
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///Current allowed size for the singulo
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var/allowed_size = 1
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///How strong are we?
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var/energy = 100
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///Do we lose energy over time?
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var/dissipate = TRUE
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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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///Prob for event each tick
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var/event_chance = 10
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///Can i move by myself?
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var/move_self = TRUE
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///If the singularity has eaten a supermatter shard and can go to stage six
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var/consumed_supermatter = FALSE
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/// How long it's been since the singulo last acted, in seconds
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var/time_since_act = 0
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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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//SKYRAT EDIT ADDITION BEGIN
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new /obj/effect/singularity_creation(loc)
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addtimer(CALLBACK(src, .proc/make_visible), 62)
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energy = starting_energy
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//SKYRAT EDIT END
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START_PROCESSING(SSsinguloprocess, src)
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SSpoints_of_interest.make_point_of_interest(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/singu_beacon in GLOB.machines)
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if (singu_beacon.active)
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new_component.target = singu_beacon
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break
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if (!mapload)
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notify_ghosts(
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"IT'S LOOSE",
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source = src,
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action = NOTIFY_ORBIT,
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flashwindow = FALSE,
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ghost_sound = 'sound/machines/warning-buzzer.ogg',
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header = "IT'S LOOSE",
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notify_volume = 75
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)
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/obj/singularity/Destroy()
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STOP_PROCESSING(SSsinguloprocess, 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_danger("[jedi]'s head begins to collapse in on itself!"),
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span_userdanger("Your head feels like it's collapsing in on itself! This was really not a good idea!"),
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span_hear("You hear something crack and explode in gore.")
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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_ENGINE)
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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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time_since_act += delta_time
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if(time_since_act < 2)
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return
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time_since_act = 0
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if(current_size >= STAGE_TWO)
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if(prob(event_chance))
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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 = 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 = 'modular_skyrat/modules/aesthetics/singularity/singularity_s1.dmi' //SKYRAT EDIT CHANGE
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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 = 'modular_skyrat/modules/aesthetics/singularity/singularity_s3.dmi' //SKYRAT EDIT CHANGE
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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 = 'modular_skyrat/modules/aesthetics/singularity/singularity_s5.dmi' //SKYRAT EDIT CHANGE
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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 = 'modular_skyrat/modules/aesthetics/singularity/singularity_s7.dmi' //SKYRAT EDIT CHANGE
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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 = 'modular_skyrat/modules/aesthetics/singularity/singularity_s9.dmi' //SKYRAT EDIT CHANGE
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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("grew to size [current_size].", INVESTIGATE_ENGINE)
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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_ENGINE)
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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/considered_turf = loc
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for(var/i in 1 to steps)
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considered_turf = get_step(considered_turf,direction)
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if(!isturf(considered_turf))
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return FALSE
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turfs.Add(considered_turf)
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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/other_turf = considered_turf
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for(var/j = 1 to steps-1)
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other_turf = get_step(other_turf,dir2)
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if(!isturf(other_turf))
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return FALSE
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turfs.Add(other_turf)
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for(var/k = 1 to steps-1)
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considered_turf = get_step(considered_turf,dir3)
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if(!isturf(considered_turf))
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return FALSE
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turfs.Add(considered_turf)
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for(var/turf/check_turf in turfs)
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if(isnull(check_turf))
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continue
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if(!can_move(check_turf))
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return FALSE
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return TRUE
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/obj/singularity/proc/can_move(turf/considered_turf)
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if(!considered_turf)
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return FALSE
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if((locate(/obj/machinery/field/containment) in considered_turf)||(locate(/obj/machinery/shieldwall) in considered_turf))
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return FALSE
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else if(locate(/obj/machinery/field/generator) in considered_turf)
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var/obj/machinery/field/generator/check_generator = locate(/obj/machinery/field/generator) in considered_turf
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if(check_generator?.active)
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return FALSE
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else if(locate(/obj/machinery/power/shieldwallgen) in considered_turf)
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var/obj/machinery/power/shieldwallgen/check_shield = locate(/obj/machinery/power/shieldwallgen) in considered_turf
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if(check_shield?.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/burned_mob in urange(20, src, 1))
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burned_mob.visible_message(
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span_warning("[burned_mob]'s skin bursts into flame!"),
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span_userdanger("You feel an inner fire as your skin bursts into flames!")
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)
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burned_mob.adjust_fire_stacks(5)
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burned_mob.ignite_mob()
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return
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/obj/singularity/proc/mezzer()
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for(var/mob/living/carbon/stunned_mob in oviewers(8, src))
|
|
if(stunned_mob.stat == DEAD || stunned_mob.is_blind())
|
|
continue
|
|
|
|
if(!ishuman(stunned_mob))
|
|
apply_stun(stunned_mob)
|
|
continue
|
|
|
|
var/mob/living/carbon/human/stunned_human = stunned_mob
|
|
if(istype(stunned_human.glasses, /obj/item/clothing/glasses/meson))
|
|
var/obj/item/clothing/glasses/meson/check_meson = stunned_human.glasses
|
|
if(check_meson.vision_flags == SEE_TURFS)
|
|
to_chat(stunned_human, span_notice("You look directly into the [name], good thing you had your protective eyewear on!"))
|
|
continue
|
|
|
|
apply_stun(stunned_mob)
|
|
|
|
/obj/singularity/proc/apply_stun(mob/living/carbon/stunned_mob)
|
|
stunned_mob.apply_effect(60, EFFECT_STUN)
|
|
stunned_mob.visible_message(
|
|
span_danger("[stunned_mob] stares blankly at the [name]!"),
|
|
span_userdanger("You look directly into the [name] and feel weak.")
|
|
)
|
|
|
|
/obj/singularity/proc/emp_area()
|
|
empulse(src, 8, 10)
|
|
|
|
/obj/singularity/singularity_act()
|
|
var/gain = (energy/2)
|
|
var/dist = max((current_size - 2),1)
|
|
investigate_log("has been destroyed by another singularity.", INVESTIGATE_ENGINE)
|
|
explosion(
|
|
src,
|
|
devastation_range = dist,
|
|
heavy_impact_range = dist * 2,
|
|
light_impact_range = dist * 4
|
|
)
|
|
qdel(src)
|
|
return gain
|
|
|
|
/obj/singularity/deadchat_plays(mode = DEMOCRACY_MODE, cooldown = 12 SECONDS)
|
|
. = AddComponent(/datum/component/deadchat_control/cardinal_movement, mode, list(), cooldown, CALLBACK(src, .proc/stop_deadchat_plays))
|
|
|
|
if(. == COMPONENT_INCOMPATIBLE)
|
|
return
|
|
|
|
move_self = FALSE
|
|
|
|
/obj/singularity/proc/stop_deadchat_plays()
|
|
move_self = TRUE
|
|
|
|
/obj/singularity/deadchat_controlled/Initialize(mapload, starting_energy)
|
|
. = ..()
|
|
deadchat_plays(mode = DEMOCRACY_MODE)
|