/* Component that handles species effects for mobs/species when they are afflicted with radiation. * Allows for glowing, healing, contamination, and immunity. */ /datum/component/radiation_effects ///Below this value, no glow occurs. var/radiation_glow_threshold = 50 ///If we spread radiation or not. var/contamination = FALSE ///Strength of our contamination, if we contaminate. Each 1 strength is 100% of the rads we're dissipating. var/contamination_strength = 0.1 ///What level our radiation has to be above to begin to contaminate our surroundings. var/contamination_threshold = 600 ///If we glow or not. var/glows = TRUE ///What color we glow. var/radiation_color = "#c3f314" ///Intensity modifier of our glow var/intensity_mod = 1 ///Range modifier of our glow var/range_mod = 1 ///How much we divide our radiation by to determine how far our glow is. var/range_coefficient = 100 ///How much we divide our radiation by to determine how intense our glow is. var/intensity_coefficient = 150 ///If we are immune to radiation damage or not. var/radiation_immunity = FALSE ///If we heal from radiation or not var/radiation_healing = FALSE ///If we dissipate radiation or keep it. var/radiation_dissipation = TRUE dupe_mode = COMPONENT_DUPE_UNIQUE dupe_type = /datum/component/radiation_effects /datum/component/radiation_effects/Initialize(glows, radiation_glow_minor_threshold, contamination, contamination_strength, radiation_color, intensity_mod, range_mod, radiation_immunity, radiation_healing, radiation_dissipation) if(!isliving(parent)) return COMPONENT_INCOMPATIBLE if(glows) src.glows = glows if(radiation_glow_threshold) src.radiation_glow_threshold = radiation_glow_threshold if(contamination) src.contamination = contamination if(contamination_strength) src.contamination_strength = contamination_strength if(radiation_color) src.radiation_color = radiation_color if(intensity_mod) src.intensity_mod = intensity_mod if(range_mod) src.range_mod = range_mod if(radiation_immunity) src.radiation_immunity = radiation_immunity if(radiation_healing) src.radiation_healing = radiation_healing if(radiation_dissipation) src.radiation_dissipation = radiation_dissipation add_verb(parent, /mob/living/proc/radiation_control_panel) /datum/component/radiation_effects/RegisterWithParent() RegisterSignal(parent, COMSIG_HANDLE_RADIATION, PROC_REF(process_component)) RegisterSignal(parent, COMSIG_LIVING_LIFE, PROC_REF(process_glow)) RegisterSignal(parent, COMSIG_LIVING_IRRADIATE_EFFECT, PROC_REF(handle_irradiate_effect)) /datum/component/radiation_effects/UnregisterFromParent() UnregisterSignal(parent, list(COMSIG_HANDLE_RADIATION, COMSIG_LIVING_LIFE, COMSIG_LIVING_IRRADIATE_EFFECT)) /datum/component/radiation_effects/proc/process_glow() SIGNAL_HANDLER var/mob/living/living_guy = parent if(!glows) if(living_guy.glow_override) //Toggled glow off while we were still actively glowing. living_guy.glow_override = FALSE living_guy.set_light(0) return if(living_guy.radiation < radiation_glow_threshold) living_guy.glow_override = FALSE living_guy.set_light(0) return if(glows) var/light_range = CLAMP((living_guy.radiation/range_coefficient) * range_mod, 1, 7) //Min 1, max 7 var/light_power = CLAMP(living_guy.radiation/intensity_coefficient * intensity_mod, 1, 10) living_guy.set_light(l_range = light_range, l_power = light_power, l_color = radiation_color, l_on = TRUE) living_guy.glow_override = TRUE ///Handles the radiation removal, immunity, and healing effects. /datum/component/radiation_effects/proc/process_component() SIGNAL_HANDLER var/mob/living/living_guy = parent if(living_guy.radiation > RADIATION_CAP) living_guy.radiation = CLAMP(living_guy.radiation,0,RADIATION_CAP) living_guy.accumulated_rads = CLAMP(living_guy.accumulated_rads,0,RADIATION_CAP) if(QDELETED(parent)) return //Radiation calculation, done here since contamination uses it var/rad_removal_mod = 1 var/rads = living_guy.radiation * 0.04 if(ishuman(living_guy)) var/mob/living/carbon/human/human_guy = parent rad_removal_mod = human_guy.species.rad_removal_mod //End of the calculation. if(contamination && living_guy.radiation > contamination_threshold) SSradiation.radiate(living_guy, rads * contamination_strength * rad_removal_mod) if(radiation_immunity || radiation_healing) //We have to remove radiation here since we're blocking radiation altogether. var/rads_to_utilize = rads * rad_removal_mod //If we heal from radiation, we will dissipate (use up) the amount we heal. if(radiation_healing) living_guy.radiation -= rads_to_utilize living_guy.accumulated_rads -= rads_to_utilize rads_to_utilize = CLAMP(rads_to_utilize, 1, 10) //Only heal up to 10 rads. living_guy.adjust_nutrition(rads_to_utilize) living_guy.adjustBruteLoss(-rads_to_utilize) living_guy.adjustFireLoss(-rads_to_utilize) living_guy.adjustOxyLoss(-rads_to_utilize) living_guy.adjustToxLoss(-rads_to_utilize) living_guy.updatehealth() else if(radiation_dissipation) living_guy.radiation -= rads_to_utilize living_guy.accumulated_rads -= rads_to_utilize return COMPONENT_BLOCK_LIVING_RADIATION /datum/component/radiation_effects/proc/handle_irradiate_effect(var/mob/living/living_guy, var/effect, var/effecttype, var/blocked, var/check_protection, var/rad_protection) SIGNAL_HANDLER ///If we're not contaminating, don't worry about this. Proceed like normal. if(!contamination || (contamination && living_guy.radiation < contamination_threshold)) //to_chat(world, "Radiation like normal. Current rads = [living_guy.radiation]. Amount of rads being added = [effect].") return var/rad_removal_mod = 1 if(ishuman(living_guy)) var/mob/living/carbon/human/human_guy = parent rad_removal_mod = human_guy.species.rad_removal_mod var/radiation_offput = ((living_guy.radiation * 0.04) * contamination_strength * rad_removal_mod) var/radiation_to_apply = (effect - radiation_offput) if(radiation_to_apply > 0) // to_chat(world, "Radiation blocker. Current rads = [living_guy.radiation]. Original = [effect] RTA = [radiation_to_apply] After protection = [radiation_to_apply * rad_protection]. Amount of rads we're offputting = [radiation_offput]") //This stops MOST of the radiation we're offputting from hitting us. //If we linger in one place for a prolonged period, the area around us will become irradiated and give us a small bit of radiation back. (only got ~1 rad per tick when we were offputting 60 rads for example) //However, we'll lose our rads faster than we accumulate. living_guy.radiation += max((radiation_to_apply * rad_protection), 0) return COMPONENT_BLOCK_IRRADIATION /datum/component/radiation_effects/promethean radiation_immunity = TRUE /datum/component/radiation_effects/shadekin radiation_immunity = TRUE glows = FALSE ///Heals from radiation. Does not glow. /datum/component/radiation_effects/diona glows = FALSE radiation_healing = TRUE ///TGUI below here //TGUI Weaver Panel /datum/component/radiation_effects/tgui_interact(mob/user, datum/tgui/ui) ui = SStgui.try_update_ui(user, src, ui) if(!ui) ui = new(user, src, "RadiationConfig", "Radiation Config") ui.open() /mob/living/proc/radiation_control_panel() set name = "Radiation Control Panel" set desc = "Allows you to adjust the settings of various radioactive settings!" set category = "Abilities.Radiation" var/datum/component/radiation_effects/rad = get_radiation_component() if(!rad) to_chat(src, span_warning("You don't have the radiation component! This is a bug! Please report this to a maintainer.")) return FALSE rad.tgui_interact(src) /datum/component/radiation_effects/tgui_data(mob/user) var/data = list( "glowing" = glows, "radiation_color" = radiation_color, ) return data /datum/component/radiation_effects/tgui_act(action, list/params, datum/tgui/ui, datum/tgui_state/state) if(..()) return TRUE switch(action) if("toggle_color") var/set_new_color = tgui_color_picker(ui.user, "Select a color you wish your radioactive glow to be!", "Color Selector", radiation_color) if(!set_new_color) return FALSE radiation_color = set_new_color return TRUE if("toggle_glow") glows = !glows to_chat(parent, span_info("You are [glows ? "now" : "no longer"] glowing.")) return FALSE /mob/living/proc/get_radiation_component() var/datum/component/radiation_effects/rad = GetComponent(/datum/component/radiation_effects) if(rad) return rad