mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-01-11 09:22:41 +00:00
Implements the Modernizing radiation design document ( https://hackmd.io/@tgstation/rJNIyeBHt ) and replaces the current radiation sources with the new system, as well as replacing/removing a bunch of old consumers of radiation that either had no reason to exist, or could be replaced by something else. Diverges from the doc in that items radiation don't go up like explained. I was going to, but items get irradiated so easily that it just feels pretty lame. Items still get irradiated, but it's mostly just so that radiation sources look cooler (wow, lots of stuff around going green), and for things like the geiger counter. Instead of the complicated radiation_wave system, radiation now just checks everything between the radiation source and the potential target, losing power along the way based on the radiation insulation of whats in between. If this reaches too low a point (specified by radiation_pulse consumers), then the radiation will not pass. Otherwise, will roll a chance to irradiate. Uranium structures allow a delay before irradiating, so stay away!
153 lines
4.8 KiB
Plaintext
153 lines
4.8 KiB
Plaintext
/obj/item/singularityhammer
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name = "singularity hammer"
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desc = "The pinnacle of close combat technology, the hammer harnesses the power of a miniaturized singularity to deal crushing blows."
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icon_state = "singularity_hammer0"
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base_icon_state = "singularity_hammer"
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lefthand_file = 'icons/mob/inhands/weapons/hammers_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/weapons/hammers_righthand.dmi'
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worn_icon_state = "singularity_hammer"
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flags_1 = CONDUCT_1
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slot_flags = ITEM_SLOT_BACK
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force = 5
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throwforce = 15
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throw_range = 1
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w_class = WEIGHT_CLASS_HUGE
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armor = list(MELEE = 50, BULLET = 50, LASER = 50, ENERGY = 0, BOMB = 50, BIO = 0, FIRE = 100, ACID = 100)
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resistance_flags = FIRE_PROOF | ACID_PROOF
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force_string = "LORD SINGULOTH HIMSELF"
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///Is it able to pull shit right now?
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var/charged = TRUE
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///track wielded status on item
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var/wielded = FALSE
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/obj/item/singularityhammer/Initialize(mapload)
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. = ..()
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RegisterSignal(src, COMSIG_TWOHANDED_WIELD, .proc/on_wield)
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RegisterSignal(src, COMSIG_TWOHANDED_UNWIELD, .proc/on_unwield)
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AddElement(/datum/element/kneejerk)
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/obj/item/singularityhammer/ComponentInitialize()
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. = ..()
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AddComponent(/datum/component/two_handed, force_multiplier=4, icon_wielded="[base_icon_state]1")
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///triggered on wield of two handed item
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/obj/item/singularityhammer/proc/on_wield(obj/item/source, mob/user)
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SIGNAL_HANDLER
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wielded = TRUE
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///triggered on unwield of two handed item
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/obj/item/singularityhammer/proc/on_unwield(obj/item/source, mob/user)
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SIGNAL_HANDLER
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wielded = FALSE
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/obj/item/singularityhammer/update_icon_state()
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icon_state = "[base_icon_state]0"
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return ..()
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/obj/item/singularityhammer/proc/recharge()
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charged = TRUE
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/obj/item/singularityhammer/proc/vortex(turf/pull, mob/wielder)
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for(var/atom/X in orange(5,pull))
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if(ismovable(X))
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var/atom/movable/A = X
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if(A == wielder)
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continue
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if(A && !A.anchored && !ishuman(X) && !isobserver(X))
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step_towards(A,pull)
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step_towards(A,pull)
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step_towards(A,pull)
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else if(ishuman(X))
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var/mob/living/carbon/human/H = X
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if(istype(H.shoes, /obj/item/clothing/shoes/magboots))
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var/obj/item/clothing/shoes/magboots/M = H.shoes
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if(M.magpulse)
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continue
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H.apply_effect(20, EFFECT_PARALYZE, 0)
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step_towards(H,pull)
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step_towards(H,pull)
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step_towards(H,pull)
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/obj/item/singularityhammer/afterattack(atom/A as mob|obj|turf|area, mob/living/user, proximity)
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. = ..()
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if(!proximity)
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return
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if(wielded)
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if(charged)
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charged = FALSE
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if(istype(A, /mob/living/))
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var/mob/living/Z = A
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Z.take_bodypart_damage(20,0)
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playsound(user, 'sound/weapons/marauder.ogg', 50, TRUE)
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var/turf/target = get_turf(A)
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vortex(target,user)
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addtimer(CALLBACK(src, .proc/recharge), 100)
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/obj/item/mjollnir
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name = "Mjolnir"
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desc = "A weapon worthy of a god, able to strike with the force of a lightning bolt. It crackles with barely contained energy."
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icon_state = "mjollnir0"
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base_icon_state = "mjollnir"
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worn_icon_state = "mjolnir"
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lefthand_file = 'icons/mob/inhands/weapons/hammers_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/weapons/hammers_righthand.dmi'
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flags_1 = CONDUCT_1
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slot_flags = ITEM_SLOT_BACK
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force = 5
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throwforce = 30
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throw_range = 7
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w_class = WEIGHT_CLASS_HUGE
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var/wielded = FALSE // track wielded status on item
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/obj/item/mjollnir/Initialize(mapload)
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. = ..()
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RegisterSignal(src, COMSIG_TWOHANDED_WIELD, .proc/on_wield)
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RegisterSignal(src, COMSIG_TWOHANDED_UNWIELD, .proc/on_unwield)
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/obj/item/mjollnir/ComponentInitialize()
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. = ..()
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AddComponent(/datum/component/two_handed, force_multiplier=5, icon_wielded="[base_icon_state]1", attacksound="sparks")
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/// triggered on wield of two handed item
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/obj/item/mjollnir/proc/on_wield(obj/item/source, mob/user)
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SIGNAL_HANDLER
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wielded = TRUE
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/// triggered on unwield of two handed item
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/obj/item/mjollnir/proc/on_unwield(obj/item/source, mob/user)
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SIGNAL_HANDLER
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wielded = FALSE
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/obj/item/mjollnir/update_icon_state()
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icon_state = "[base_icon_state]0"
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return ..()
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/obj/item/mjollnir/proc/shock(mob/living/target)
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target.Stun(1.5 SECONDS)
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target.Knockdown(10 SECONDS)
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var/datum/effect_system/lightning_spread/s = new /datum/effect_system/lightning_spread
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s.set_up(5, 1, target.loc)
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s.start()
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target.visible_message(span_danger("[target.name] is shocked by [src]!"), \
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span_userdanger("You feel a powerful shock course through your body sending you flying!"), \
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span_hear("You hear a heavy electrical crack!"))
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var/atom/throw_target = get_edge_target_turf(target, get_dir(src, get_step_away(target, src)))
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target.throw_at(throw_target, 200, 4)
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return
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/obj/item/mjollnir/attack(mob/living/M, mob/user)
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..()
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if(HAS_TRAIT(user, TRAIT_PACIFISM))
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return
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if(wielded)
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shock(M)
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/obj/item/mjollnir/throw_impact(atom/hit_atom, datum/thrownthing/throwingdatum)
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. = ..()
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if(isliving(hit_atom))
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shock(hit_atom)
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