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Bubberstation/code/modules/assembly/assembly.dm
T
Y0SH1M4S73R bff56bf388 Jury-Rigged Anomaly Tech: Adds effects to pulsed anomaly cores (#95049)
## About The Pull Request

Each type of anomaly core has an effect when pulsed by an assembly,
button, or wire. Most of these effects are a weaker version of their
respective reactive armor's unique effect (except for pyro and vortex
anomalies, which make stealth armor solely because there isn't specific
reactive armor for them).

In particular:
- Pyro anomalies make a 3x3 area of hotspots around themselves.
- Gravity anomalies gently pull most unanchored objects in a 2 tile
radius.
- Flux anomalies make a short range 10 kJ tesla zap that usually doesn't
propagate more than a single time.
- Bluespace anomalies teleport the object they are connected to up to 4
tiles away. They will teleport out of storage, and they will teleport
out of your hands or equipment slots unless they have NODROP. This has a
15 second cooldown, which is longer than reactive teleport armor.
- Vortex anomalies do a weaker version of the the vortex thing, but
limited to a 1 tile radius around the core. This has a 5 second
cooldown, and can potentially destroy the core or what it's attached to.
- Bioscrambler anomalies perform a bioscramble pulse in a 1 tile range.
This has a 10 second cooldown.
- Hallucination anomalies perform a hallucination pulse in a 1 tile
range, adding 20 seconds of hallucinations, up to a maximum of 1 minute.
This has a 10 second cooldown, so hallucinations from a single pulsed
core can stack if you stay in range.
- Dimensional anomalies perform a dimensional shift in the same range as
the science relic. This has a fixed 15 second cooldown.
- Ectoplasmic anomalies haunt a few objects in a 5x5 area around the
core for 30 seconds. This has a 60 second cooldown.
- Weather anomalies cause a single lightning bolt to strike a random
open turf in a 5x5 area around the core. This bolt deals less damage
than the reactive weather armor's bolts, and does not have an AOE.

## Why It's Good For The Game

Gives both the station and antagonists additional uses for anomaly
cores, beyond the ones that are specific items printed by science. As
some examples:
- A bundle of wired flux anomalies surrounded by tesla coils can provide
a decent drip-feed of free power to the station - only on the level of
several pacmans, but better than nothing.
- Bluespace anomalies give you a manual version of the reactive teleport
armor's teleport, but you'll need to get creative in order to actually
teleport yourself and not just what you attached the core to.
- People who really want to play the bioscrambler lottery can keep doing
it after the original anomaly is neutralized.

## Changelog

🆑
add: Anomaly cores now have effects when pulsed by an assembly, button,
or wire. These effects are generally weaker versions of the effects of
the source anomalies, or of their respective reactive armors, and many
have a 50% longer cooldown than said armors.
/🆑
2026-02-15 17:43:45 -08:00

174 lines
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/obj/item/assembly
name = "assembly"
desc = "A small electronic device that should never exist."
icon = 'icons/obj/devices/new_assemblies.dmi'
icon_state = ""
obj_flags = CONDUCTS_ELECTRICITY
w_class = WEIGHT_CLASS_SMALL
custom_materials = list(/datum/material/iron=SMALL_MATERIAL_AMOUNT)
throwforce = 2
throw_speed = 3
throw_range = 7
drop_sound = 'sound/items/handling/component_drop.ogg'
pickup_sound = 'sound/items/handling/component_pickup.ogg'
/**
* Set to true if the device has different icons for each position.
* This will prevent things such as visible lasers from facing the incorrect direction when transformed by assembly_holder's update_appearance()
*/
var/is_position_sensitive = FALSE
/// Flags related to this assembly. See [assemblies.dm]
var/assembly_flags = NONE
var/secured = TRUE
var/list/attached_overlays = null
var/obj/item/assembly_holder/holder = null
var/assembly_behavior = ASSEMBLY_FUNCTIONAL_OUTPUT // how does the assembly behave with respect to what it's connected to
var/datum/wires/connected = null
COOLDOWN_DECLARE(next_activate)
/// Length of the cooldown between activations
var/activation_cooldown = 3 SECONDS
/obj/item/assembly/Destroy()
holder = null
return ..()
/obj/item/assembly/get_part_rating()
return 1
/**
* on_attach: Called when attached to a holder, wiring datum, or other special assembly
*
* Will also be called if the assembly holder is attached to a plasma (internals) tank or welding fuel (dispenser) tank.
*/
/obj/item/assembly/proc/on_attach()
SHOULD_CALL_PARENT(TRUE)
if(!holder && connected)
holder = connected.holder
SEND_SIGNAL(src, COMSIG_ASSEMBLY_ATTACHED, holder)
/**
* on_detach: Called when removed from an assembly holder or wiring datum
*/
/obj/item/assembly/proc/on_detach()
SHOULD_CALL_PARENT(TRUE)
if(connected)
connected = null
if(!holder)
return FALSE
var/atom/was_holder = holder
holder = null
forceMove(was_holder.drop_location())
SEND_SIGNAL(src, COMSIG_ASSEMBLY_DETACHED, was_holder)
return TRUE
/**
* holder_movement: Called when the assembly's holder detects movement
*/
/obj/item/assembly/proc/holder_movement()
if(!holder)
return FALSE
setDir(holder.dir)
return TRUE
/obj/item/assembly/proc/is_secured(mob/user)
if(!secured)
to_chat(user, span_warning("\The [src] is unsecured!"))
return FALSE
return TRUE
/**
* Pulsed: This device was pulsed by another device
*
* * pulser: Who triggered the pulse
*/
/obj/item/assembly/proc/pulsed(mob/pulser)
INVOKE_ASYNC(src, PROC_REF(activate), pulser)
SEND_SIGNAL(src, COMSIG_ASSEMBLY_PULSED)
return TRUE
/**
* Pulse: This device is emitting a pulse to act on another device
*/
/obj/item/assembly/proc/pulse()
// if we have connected wires and are a pulsing assembly, pulse it
if(connected)
connected.pulse_assembly(src)
// otherwise if we're attached to a holder, process the activation of it with our flags
else if(holder)
holder.process_activation(src)
return TRUE
/// What the device does when turned on
/obj/item/assembly/proc/activate(mob/activator)
if(QDELETED(src) || !secured || !COOLDOWN_FINISHED(src, next_activate))
return FALSE
COOLDOWN_START(src, next_activate, activation_cooldown)
return TRUE
/obj/item/assembly/proc/toggle_secure()
secured = !secured
update_appearance()
return secured
// This is overwritten so that clumsy people can set off mousetraps even when in a holder.
// We are not going deeper than that however (won't set off if in a tank bomb or anything with wires)
// That would need to be added to all parent objects, or a signal created, whatever.
// Anyway this return check prevents you from picking up every assembly inside the holder at once.
/obj/item/assembly/attack_hand(mob/living/user, list/modifiers)
if(holder || connected)
return
. = ..()
/obj/item/assembly/attackby(obj/item/attacking_item, mob/user, list/modifiers, list/attack_modifiers)
if(isassembly(attacking_item))
var/obj/item/assembly/new_assembly = attacking_item
// Check both our's and their's assembly flags to see if either should not duplicate
// If so, and we match types, don't create a holder - block it
if(((new_assembly.assembly_flags|assembly_flags) & ASSEMBLY_NO_DUPLICATES) && istype(new_assembly, type))
balloon_alert(user, "can't attach another [new_assembly.name]!")
return
if(new_assembly.secured)
balloon_alert(user, "[new_assembly.name] is not attachable!")
return
if(secured)
balloon_alert(user, "[name] is not attachable!")
return
holder = new /obj/item/assembly_holder(drop_location())
holder.assemble(src, new_assembly, user)
holder.balloon_alert(user, "parts combined")
return
if(istype(attacking_item, /obj/item/assembly_holder))
var/obj/item/assembly_holder/added_to_holder = attacking_item
added_to_holder.try_add_assembly(src, user)
return
return ..()
/obj/item/assembly/screwdriver_act(mob/living/user, obj/item/I)
if(..())
return TRUE
if(toggle_secure())
to_chat(user, span_notice("\The [src] is ready!"))
else
to_chat(user, span_notice("\The [src] can now be attached!"))
add_fingerprint(user)
return TRUE
/obj/item/assembly/examine(mob/user)
. = ..()
. += span_notice("\The [src] [secured? "is secured and ready to be used!" : "can be attached to other things."]")
/obj/item/assembly/ui_host(mob/user)
// In order, return:
// - The conencted wiring datum's owner, or
// - The thing your assembly holder is attached to, or
// - the assembly holder itself, or
// - us
return connected?.holder || holder?.master || holder || src
/obj/item/assembly/ui_state(mob/user)
return GLOB.hands_state