[MIRROR] Adds new mode for mining resonators: Resonance Cascade! (#7868)

Co-authored-by: Runa Dacino <dacinoorder@gmail.com>
Co-authored-by: CHOMPStation2 <chompsation2@gmail.com>
This commit is contained in:
CHOMPStation2
2024-03-02 05:25:19 -07:00
committed by GitHub
parent c813e09467
commit e923714ae7

View File

@@ -18,6 +18,8 @@
var/fieldsactive = 0
var/burst_time = 50
var/fieldlimit = 3
var/spreadmode = 0
var/cascading = 0
/obj/item/resonator/upgraded
name = "upgraded resonator"
@@ -30,20 +32,28 @@
var/turf/T = get_turf(target)
if(locate(/obj/effect/resonance) in T)
return
if(fieldsactive < fieldlimit)
if((!spreadmode && fieldsactive < fieldlimit) || (spreadmode && !cascading) )
playsound(src,'sound/weapons/resonator_fire.ogg',50,1)
new /obj/effect/resonance(T, creator, burst_time)
new /obj/effect/resonance(T, WEAKREF(creator), burst_time, spreadmode, fieldlimit, get_cardinal_dir(src, T))
fieldsactive++
cascading = TRUE
spawn(burst_time)
fieldsactive--
cascading = FALSE
/obj/item/resonator/attack_self(mob/user)
if(burst_time == 50)
burst_time = 30
to_chat(user, "<span class='info'>You set the resonator's fields to detonate after 3 seconds.</span>")
else
burst_time = 50
to_chat(user, "<span class='info'>You set the resonator's fields to detonate after 5 seconds.</span>")
switch(tgui_alert(user, "Change Detonation Time or toggle Cascading?","Setting", list("Toggle Cascade", "Resonance Time")))
if("Resonance Time")
if(burst_time == 50)
burst_time = 30
to_chat(user, "<span class='info'>You set the resonator's fields to detonate after 3 seconds.</span>")
else
burst_time = 50
to_chat(user, "<span class='info'>You set the resonator's fields to detonate after 5 seconds.</span>")
if("Toggle Cascade")
spreadmode = !spreadmode
to_chat(user, span_info("You have [(spreadmode ? "enabled" : "disabled")] the resonance cascade mode."))
/obj/item/resonator/afterattack(atom/target, mob/user, proximity_flag)
if(proximity_flag)
@@ -61,11 +71,30 @@
mouse_opacity = 0
var/resonance_damage = 20
/obj/effect/resonance/Initialize(mapload, var/creator = null, var/timetoburst)
/obj/effect/resonance/Initialize(mapload, var/creator = null, var/timetoburst, var/spread, var/fields, var/origin_dir, var/depth = 0)
. = ..()
// Start small and grow to big size as we are about to burst
transform = matrix()*0.75
animate(src, transform = matrix()*1.5, time = timetoburst)
//Spread if requested
if(spread)
fields--
var/new_dir = turn(origin_dir, 90)
var/new_fields = fields
for(var/i=0, i<=2, i++) //We place cascade the resonance by 3 entries each time in a "T shape" around the original resonance
if(fields > 0)
switch(i)
if(0)
new_dir = origin_dir
if(1)
new_dir = turn(origin_dir, 90)
if(2)
new_dir = turn(origin_dir, -90)
var/turf/T = get_step(get_turf(src), new_dir)
new_fields = fields - 2 - (i*3) - depth
fields--
new /obj/effect/resonance(T, WEAKREF(creator), timetoburst, spread, new_fields, get_cardinal_dir(src, T), depth++)
// Queue the actual bursting
spawn(timetoburst)
if(!QDELETED(src))
@@ -90,7 +119,7 @@
if(environment.temperature < 250)
name = "strong resonance field"
resonance_damage = 50
for(var/mob/living/L in src.loc)
if(creator)
add_attack_logs(creator, L, "used a resonator field on")