mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-11 18:53:06 +00:00
various tweaks to energy fields, energy field artifacts (some outstanding bugs still)
Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
This commit is contained in:
@@ -15,8 +15,11 @@
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var/stress = 0
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/obj/effect/energy_field/ex_act(var/severity)
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Stress(2)
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//nothing
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Stress(0.5 + severity)
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/obj/effect/energy_field/bullet_act(var/obj/item/projectile/Proj)
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Stress(1 + 1 * (Proj.damage / 100))
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/obj/effect/energy_field/meteorhit(obj/effect/meteor/M as obj)
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if(M)
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@@ -31,6 +34,14 @@
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invisibility = 2
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density = 0
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/obj/effect/energy_field/proc/Strengthen(var/severity)
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strength += severity
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//if we take too much damage, drop out - the generator will bring us back up if we have enough power
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if(strength > 1)
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invisibility = 0
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density = 1
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/obj/effect/energy_field/CanPass(atom/movable/mover, turf/target, height=1.5, air_group = 0)
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//Purpose: Determines if the object (or airflow) can pass this atom.
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//Called by: Movement, airflow.
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@@ -38,4 +49,4 @@
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//Outputs: Boolean if can pass.
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//return (!density || !height || air_group)
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return 0
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return density
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@@ -7,6 +7,7 @@
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var/effectmode = "aura" // How does it carry out the effect?
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var/aurarange = 4 // How far the artifact will extend an aura effect.
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var/list/created_field
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var/archived_loc
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/datum/artifact_effect/New()
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//
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@@ -34,11 +35,19 @@
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del F
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/datum/artifact_effect/proc/UpdateEffect(var/atom/originator)
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for(var/obj/effect/energy_field/F in created_field)
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/*for(var/obj/effect/energy_field/F in created_field)
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created_field.Remove(F)
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del F
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del F*/
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if(originator.loc != archived_loc)
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archived_loc = originator.loc
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update_move(originator)
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for(var/obj/effect/energy_field/E in created_field)
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if(E.strength < 5)
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E.Strengthen(0.2)
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/datum/artifact_effect/proc/DoEffect(var/atom/originator)
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archived_loc = originator.loc
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if (src.effectmode == "contact")
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var/mob/user = originator
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if(!user)
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@@ -121,7 +130,13 @@
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return 1
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else user << "Nothing happens."
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if("forcefield")
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var/obj/effect/energy_field/E = new /obj/effect/energy_field(locate(user.x + 2,user.y,user.z))
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while(created_field.len < 16)
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var/obj/effect/energy_field/E = new (locate(user.x,user.y,user.z))
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created_field.Add(E)
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E.strength = 1
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E.density = 1
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E.invisibility = 0
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/*var/obj/effect/energy_field/E = new /obj/effect/energy_field(locate(user.x + 2,user.y,user.z))
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E.strength = 1
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E.invisibility = 0
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E = new /obj/effect/energy_field(locate(user.x + 2,user.y + 1,user.z))
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@@ -183,7 +198,7 @@
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E = new /obj/effect/energy_field(locate(user.x - 1,user.y - 2,user.z))
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created_field.Add(E)
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E.strength = 1
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E.invisibility = 0
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E.invisibility = 0*/
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return 1
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if("teleport")
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var/list/randomturfs = new/list()
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@@ -473,3 +488,52 @@
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sparks.set_up(3, 0, get_turf(originator)) //no idea what the 0 is
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sparks.start()
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return 1
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//initially for the force field artifact
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/datum/artifact_effect/proc/update_move(var/atom/originator)
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switch(effecttype)
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if("forcefield")
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while(created_field.len < 16)
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//for now, just instantly respawn the fields when they get destroyed
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var/obj/effect/energy_field/E = new (locate(originator.x,originator.y,originator))
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created_field.Add(E)
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E.strength = 1
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E.density = 1
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E.invisibility = 0
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var/obj/effect/energy_field/E = created_field[1]
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E.loc = locate(originator.x + 2,originator.y + 2,originator.z)
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E = created_field[2]
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E.loc = locate(originator.x + 2,originator.y + 1,originator.z)
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E = created_field[3]
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E.loc = locate(originator.x + 2,originator.y,originator.z)
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E = created_field[4]
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E.loc = locate(originator.x + 2,originator.y - 1,originator.z)
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E = created_field[5]
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E.loc = locate(originator.x + 2,originator.y - 2,originator.z)
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E = created_field[6]
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E.loc = locate(originator.x + 1,originator.y + 2,originator.z)
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E = created_field[7]
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E.loc = locate(originator.x + 1,originator.y - 2,originator.z)
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E = created_field[8]
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E.loc = locate(originator.x,originator.y + 2,originator.z)
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E = created_field[9]
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E.loc = locate(originator.x,originator.y - 2,originator.z)
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E = created_field[10]
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E.loc = locate(originator.x - 1,originator.y + 2,originator.z)
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E = created_field[11]
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E.loc = locate(originator.x - 1,originator.y - 2,originator.z)
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E = created_field[12]
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E.loc = locate(originator.x - 2,originator.y + 2,originator.z)
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E = created_field[13]
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E.loc = locate(originator.x - 2,originator.y + 1,originator.z)
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E = created_field[14]
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E.loc = locate(originator.x - 2,originator.y,originator.z)
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E = created_field[15]
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E.loc = locate(originator.x - 2,originator.y - 1,originator.z)
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E = created_field[16]
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E.loc = locate(originator.x - 2,originator.y - 2,originator.z)
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/*for(var/obj/effect/energy_field/F in created_field)
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created_field.Remove(F)
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del F*/
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@@ -35,7 +35,7 @@
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icon_state = "ano[icon_num]0"
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// Low-ish random chance to not look like it's origin
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if(prob(20)) src.icon_state = pick("ano0","ano1","ano2","ano3","ano4","ano5")
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if(prob(20)) src.icon_state = pick("ano00","ano10","ano20","ano30","ano40","ano50")
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// Power randomisation
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my_effect.trigger = pick("force","energy","chemical","heat","touch")
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@@ -87,6 +87,10 @@
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display_id += "-"
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display_id += num2text(rand(100,999))
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/obj/machinery/artifact/Del()
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..()
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my_effect.HaltEffect()
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/obj/machinery/artifact/attack_hand(var/mob/user as mob)
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if (istype(user, /mob/living/silicon/ai) || istype(user, /mob/dead/)) return
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if (istype(user, /mob/living/silicon/robot))
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@@ -176,14 +180,14 @@
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chargetime -= 1
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else
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src.charged = 1
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my_effect.HaltEffect(src.loc)
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my_effect.UpdateEffect(src.loc)
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//activate
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if(src.charged && my_effect.DoEffect(src))
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src.charged = 0
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src.chargetime = src.recharge
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if( (my_effect.effectmode == "pulse" || my_effect.effecttype == "worldpulse") && activated)
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if(src.charged && my_effect.DoEffect(src))
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src.charged = 0
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src.chargetime = src.recharge
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/obj/machinery/artifact/proc/Artifact_Activate()
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src.activated = !src.activated
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@@ -226,6 +230,11 @@
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// this was used in QM for a time but it fell into disuse and wasn't removed, the purpose being to check if an artifact
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// was benevolent or malicious, to determine whether QMs would be paid or punished for shipping it
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/obj/machinery/artifact/Move()
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..()
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my_effect.update_move(src, src.loc)
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/proc/artifact_checkgood(var/datum/artifact_effect/A)
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switch(A.effecttype)
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if("healing") return 1
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