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## About The Pull Request I heard you liked commas. ## Why It's Good For The Game Trailing commas make everyone happy! ## Changelog Nothing anyone will notice besides downstreams adding to these lists
69 lines
2.9 KiB
Plaintext
69 lines
2.9 KiB
Plaintext
/// Trait for tracking if something already has the fake irradiation effect, so we don't waste time on effect operations if otherwise unnecessary
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#define TRAIT_RADIOACTIVE_NEBULA_FAKE_IRRADIATED "radioactive_nebula_fake_irradiated"
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/// Controls making objects irradiated when Radioactive Nebula is in effect.
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SUBSYSTEM_DEF(radioactive_nebula)
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name = "Radioactive Nebula"
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dependencies = list(
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/datum/controller/subsystem/processing/station,
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)
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flags = SS_BACKGROUND
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wait = 30 SECONDS
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VAR_PRIVATE
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datum/station_trait/nebula/hostile/radiation/radioactive_nebula
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/datum/controller/subsystem/radioactive_nebula/Initialize()
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radioactive_nebula = locate() in SSstation.station_traits
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if (!radioactive_nebula)
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can_fire = FALSE
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return SS_INIT_NO_NEED
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// We don't *really* care that this happens by the time the server is ready to play.
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ASYNC
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irradiate_everything()
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// Don't leak that the station trait has been picked
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return SS_INIT_NO_MESSAGE
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/// Makes something appear irradiated for the purposes of the Radioactive Nebula
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/datum/controller/subsystem/radioactive_nebula/proc/fake_irradiate(atom/movable/target)
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if (HAS_TRAIT(target, TRAIT_RADIOACTIVE_NEBULA_FAKE_IRRADIATED))
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return
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ADD_TRAIT(target, TRAIT_RADIOACTIVE_NEBULA_FAKE_IRRADIATED, REF(src))
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if(iscarbon(target))//Don't actually make EVERY. SINGLE. THING. RADIOACTIVE. Just irradiate people
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target.AddComponent( \
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/datum/component/radioactive_exposure, \
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minimum_exposure_time = NEBULA_RADIATION_MINIMUM_EXPOSURE_TIME, \
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irradiation_chance_base = RADIATION_EXPOSURE_NEBULA_BASE_CHANCE, \
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irradiation_chance_increment = RADIATION_EXPOSURE_NEBULA_CHANCE_INCREMENT, \
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irradiation_interval = RADIATION_EXPOSURE_NEBULA_CHECK_INTERVAL, \
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source = src, \
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radioactive_areas = radioactive_nebula.radioactive_areas, \
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)
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else if(isobj(target)) //and fake the rest
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//outline clashes too much with other outlines and creates pretty ugly lines
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target.add_filter(GLOW_NEBULA, 2, list("type" = "drop_shadow", "color" = radioactive_nebula.nebula_radglow, "size" = 2))
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/datum/controller/subsystem/radioactive_nebula/fire()
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irradiate_everything()
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/// Loop through radioactive space (with lag checks) and make it all radioactive!
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/datum/controller/subsystem/radioactive_nebula/proc/irradiate_everything()
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for (var/area/area as anything in get_areas(radioactive_nebula.radioactive_areas))
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for (var/list/zlevel_turfs as anything in area.get_zlevel_turf_lists())
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for (var/turf/area_turf as anything in zlevel_turfs)
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for (var/atom/movable/target as anything in area_turf)
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fake_irradiate(target)
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CHECK_TICK
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/// Remove the fake radiation. The compontent we add to mobs handles its own removal
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/datum/controller/subsystem/radioactive_nebula/proc/fake_unirradiate(atom/movable/leaver)
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REMOVE_TRAIT(leaver, TRAIT_RADIOACTIVE_NEBULA_FAKE_IRRADIATED, REF(src))
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leaver.remove_filter(GLOW_NEBULA)
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#undef TRAIT_RADIOACTIVE_NEBULA_FAKE_IRRADIATED
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