Files
Bubberstation/code/game/objects/effects/anomalies.dm
T
XDTM 01f794a153 Teleportation standardization, channels, and interception (#41371)
cl XDTM
add: Spraying holy water on tiles will now prevent cult-based teleportation from using them as a destination point.
tweak: Quantum, wormhole and magic teleportation is no longer disrupted by bags of holding.
/cl

Refactors some teleportation code so it uses do_teleport instead of directly forceMove.
do_teleport now has a channel argument, to specify the type of teleportation used. This will affect what can and cannot interfere with teleportation. For example, BoHs interfere with bluespace teleportation but not wormhole, quantum or magic teleportation.
do_teleport now sends a COMSIG_ATOM_INTERCEPT_TELEPORT signal, allowing the target turf (or anything placing a signal on said turf) to react appropriately. As a proof of concept, blessed tiles use it to prevent teleportation from the cult channel.

Intercepting teleportation can have interesting potential uses, from teleport denial fields, to teleport scramblers (teleports you somewhere else instead), telefraggers that gib anyone unlucky enough to teleport in their area of effect, teleport anchors that shunt all teleportations in a wide area to themselves, and so on.
2018-11-29 10:33:55 +13:00

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//Anomalies, used for events. Note that these DO NOT work by themselves; their procs are called by the event datum.
/obj/effect/anomaly
name = "anomaly"
desc = "A mysterious anomaly, seen commonly only in the region of space that the station orbits..."
icon_state = "bhole3"
density = FALSE
anchored = TRUE
light_range = 3
var/movechance = 70
var/obj/item/assembly/signaler/anomaly/aSignal
var/area/impact_area
var/lifespan = 990
var/death_time
var/countdown_colour
var/obj/effect/countdown/anomaly/countdown
/obj/effect/anomaly/Initialize(mapload, new_lifespan)
. = ..()
GLOB.poi_list |= src
START_PROCESSING(SSobj, src)
impact_area = get_area(src)
aSignal = new(src)
aSignal.name = "[name] core"
aSignal.code = rand(1,100)
aSignal.anomaly_type = type
var/frequency = rand(MIN_FREE_FREQ, MAX_FREE_FREQ)
if(ISMULTIPLE(frequency, 2))//signaller frequencies are always uneven!
frequency++
aSignal.set_frequency(frequency)
if(new_lifespan)
lifespan = new_lifespan
death_time = world.time + lifespan
countdown = new(src)
if(countdown_colour)
countdown.color = countdown_colour
countdown.start()
/obj/effect/anomaly/process()
anomalyEffect()
if(death_time < world.time)
if(loc)
detonate()
qdel(src)
/obj/effect/anomaly/Destroy()
GLOB.poi_list.Remove(src)
STOP_PROCESSING(SSobj, src)
qdel(countdown)
return ..()
/obj/effect/anomaly/proc/anomalyEffect()
if(prob(movechance))
step(src,pick(GLOB.alldirs))
/obj/effect/anomaly/proc/detonate()
return
/obj/effect/anomaly/ex_act(severity, target)
if(severity == 1)
qdel(src)
/obj/effect/anomaly/proc/anomalyNeutralize()
new /obj/effect/particle_effect/smoke/bad(loc)
for(var/atom/movable/O in src)
O.forceMove(drop_location())
qdel(src)
/obj/effect/anomaly/attackby(obj/item/I, mob/user, params)
if(I.tool_behaviour == TOOL_ANALYZER)
to_chat(user, "<span class='notice'>Analyzing... [src]'s unstable field is fluctuating along frequency [format_frequency(aSignal.frequency)], code [aSignal.code].</span>")
///////////////////////
/obj/effect/anomaly/grav
name = "gravitational anomaly"
icon_state = "shield2"
density = FALSE
var/boing = 0
/obj/effect/anomaly/grav/anomalyEffect()
..()
boing = 1
for(var/obj/O in orange(4, src))
if(!O.anchored)
step_towards(O,src)
for(var/mob/living/M in range(0, src))
gravShock(M)
for(var/mob/living/M in orange(4, src))
if(!M.mob_negates_gravity())
step_towards(M,src)
for(var/obj/O in range(0,src))
if(!O.anchored)
var/mob/living/target = locate() in view(4,src)
if(target && !target.stat)
O.throw_at(target, 5, 10)
/obj/effect/anomaly/grav/Crossed(mob/A)
gravShock(A)
/obj/effect/anomaly/grav/Bump(mob/A)
gravShock(A)
/obj/effect/anomaly/grav/Bumped(atom/movable/AM)
gravShock(AM)
/obj/effect/anomaly/grav/proc/gravShock(mob/living/A)
if(boing && isliving(A) && !A.stat)
A.Paralyze(40)
var/atom/target = get_edge_target_turf(A, get_dir(src, get_step_away(A, src)))
A.throw_at(target, 5, 1)
boing = 0
/obj/effect/anomaly/grav/high
var/grav_field
/obj/effect/anomaly/grav/high/Initialize(mapload, new_lifespan)
. = ..()
setup_grav_field()
/obj/effect/anomaly/grav/high/proc/setup_grav_field()
grav_field = make_field(/datum/proximity_monitor/advanced/gravity, list("current_range" = 7, "host" = src, "gravity_value" = rand(0,3)))
/obj/effect/anomaly/grav/high/Destroy()
QDEL_NULL(grav_field)
. = ..()
/////////////////////
/obj/effect/anomaly/flux
name = "flux wave anomaly"
icon_state = "electricity2"
density = TRUE
var/canshock = 0
var/shockdamage = 20
var/explosive = TRUE
/obj/effect/anomaly/flux/anomalyEffect()
..()
canshock = 1
for(var/mob/living/M in range(0, src))
mobShock(M)
/obj/effect/anomaly/flux/Crossed(mob/living/M)
mobShock(M)
/obj/effect/anomaly/flux/Bump(mob/living/M)
mobShock(M)
/obj/effect/anomaly/flux/Bumped(atom/movable/AM)
mobShock(AM)
/obj/effect/anomaly/flux/proc/mobShock(mob/living/M)
if(canshock && istype(M))
canshock = 0 //Just so you don't instakill yourself if you slam into the anomaly five times in a second.
if(iscarbon(M))
if(ishuman(M))
M.electrocute_act(shockdamage, "[name]", safety=1)
return
M.electrocute_act(shockdamage, "[name]")
return
else
M.adjustFireLoss(shockdamage)
M.visible_message("<span class='danger'>[M] was shocked by \the [name]!</span>", \
"<span class='userdanger'>You feel a powerful shock coursing through your body!</span>", \
"<span class='italics'>You hear a heavy electrical crack.</span>")
/obj/effect/anomaly/flux/detonate()
if(explosive)
explosion(src, 1, 4, 16, 18) //Low devastation, but hits a lot of stuff.
else
new /obj/effect/particle_effect/sparks(loc)
/////////////////////
/obj/effect/anomaly/bluespace
name = "bluespace anomaly"
icon = 'icons/obj/projectiles.dmi'
icon_state = "bluespace"
density = TRUE
/obj/effect/anomaly/bluespace/anomalyEffect()
..()
for(var/mob/living/M in range(1,src))
do_teleport(M, locate(M.x, M.y, M.z), 4, channel = TELEPORT_CHANNEL_BLUESPACE)
/obj/effect/anomaly/bluespace/Bumped(atom/movable/AM)
if(isliving(AM))
do_teleport(AM, locate(AM.x, AM.y, AM.z), 8, channel = TELEPORT_CHANNEL_BLUESPACE)
/obj/effect/anomaly/bluespace/detonate()
var/turf/T = safepick(get_area_turfs(impact_area))
if(T)
// Calculate new position (searches through beacons in world)
var/obj/item/beacon/chosen
var/list/possible = list()
for(var/obj/item/beacon/W in GLOB.teleportbeacons)
possible += W
if(possible.len > 0)
chosen = pick(possible)
if(chosen)
// Calculate previous position for transition
var/turf/FROM = T // the turf of origin we're travelling FROM
var/turf/TO = get_turf(chosen) // the turf of origin we're travelling TO
playsound(TO, 'sound/effects/phasein.ogg', 100, 1)
priority_announce("Massive bluespace translocation detected.", "Anomaly Alert")
var/list/flashers = list()
for(var/mob/living/carbon/C in viewers(TO, null))
if(C.flash_act())
flashers += C
var/y_distance = TO.y - FROM.y
var/x_distance = TO.x - FROM.x
for (var/atom/movable/A in urange(12, FROM )) // iterate thru list of mobs in the area
if(istype(A, /obj/item/beacon))
continue // don't teleport beacons because that's just insanely stupid
if(A.anchored)
continue
var/turf/newloc = locate(A.x + x_distance, A.y + y_distance, TO.z) // calculate the new place
if(!A.Move(newloc) && newloc) // if the atom, for some reason, can't move, FORCE them to move! :) We try Move() first to invoke any movement-related checks the atom needs to perform after moving
A.forceMove(newloc)
spawn()
if(ismob(A) && !(A in flashers)) // don't flash if we're already doing an effect
var/mob/M = A
if(M.client)
var/obj/blueeffect = new /obj(src)
blueeffect.screen_loc = "WEST,SOUTH to EAST,NORTH"
blueeffect.icon = 'icons/effects/effects.dmi'
blueeffect.icon_state = "shieldsparkles"
blueeffect.layer = FLASH_LAYER
blueeffect.plane = FULLSCREEN_PLANE
blueeffect.mouse_opacity = MOUSE_OPACITY_TRANSPARENT
M.client.screen += blueeffect
sleep(20)
M.client.screen -= blueeffect
qdel(blueeffect)
/////////////////////
/obj/effect/anomaly/pyro
name = "pyroclastic anomaly"
icon_state = "mustard"
var/ticks = 0
/obj/effect/anomaly/pyro/anomalyEffect()
..()
ticks++
if(ticks < 5)
return
else
ticks = 0
var/turf/open/T = get_turf(src)
if(istype(T))
T.atmos_spawn_air("o2=5;plasma=5;TEMP=1000")
/obj/effect/anomaly/pyro/detonate()
INVOKE_ASYNC(src, .proc/makepyroslime)
/obj/effect/anomaly/pyro/proc/makepyroslime()
var/turf/open/T = get_turf(src)
if(istype(T))
T.atmos_spawn_air("o2=500;plasma=500;TEMP=1000") //Make it hot and burny for the new slime
var/new_colour = pick("red", "orange")
var/mob/living/simple_animal/slime/S = new(T, new_colour)
S.rabid = TRUE
S.amount_grown = SLIME_EVOLUTION_THRESHOLD
S.Evolve()
offer_control(S)
/////////////////////
/obj/effect/anomaly/bhole
name = "vortex anomaly"
icon_state = "bhole3"
desc = "That's a nice station you have there. It'd be a shame if something happened to it."
/obj/effect/anomaly/bhole/anomalyEffect()
..()
if(!isturf(loc)) //blackhole cannot be contained inside anything. Weird stuff might happen
qdel(src)
return
grav(rand(0,3), rand(2,3), 50, 25)
//Throwing stuff around!
for(var/obj/O in range(2,src))
if(O == src)
return //DON'T DELETE YOURSELF GOD DAMN
if(!O.anchored)
var/mob/living/target = locate() in view(4,src)
if(target && !target.stat)
O.throw_at(target, 7, 5)
else
O.ex_act(EXPLODE_HEAVY)
/obj/effect/anomaly/bhole/proc/grav(r, ex_act_force, pull_chance, turf_removal_chance)
for(var/t = -r, t < r, t++)
affect_coord(x+t, y-r, ex_act_force, pull_chance, turf_removal_chance)
affect_coord(x-t, y+r, ex_act_force, pull_chance, turf_removal_chance)
affect_coord(x+r, y+t, ex_act_force, pull_chance, turf_removal_chance)
affect_coord(x-r, y-t, ex_act_force, pull_chance, turf_removal_chance)
/obj/effect/anomaly/bhole/proc/affect_coord(x, y, ex_act_force, pull_chance, turf_removal_chance)
//Get turf at coordinate
var/turf/T = locate(x, y, z)
if(isnull(T))
return
//Pulling and/or ex_act-ing movable atoms in that turf
if(prob(pull_chance))
for(var/obj/O in T.contents)
if(O.anchored)
O.ex_act(ex_act_force)
else
step_towards(O,src)
for(var/mob/living/M in T.contents)
step_towards(M,src)
//Damaging the turf
if( T && prob(turf_removal_chance) )
T.ex_act(ex_act_force)