//override procs in children as necessary /datum/artifact_effect var/effecttype = "unknown" //purely used for admin checks ingame, not needed any more var/effect = EFFECT_TOUCH var/effectrange = 4 var/trigger = TRIGGER_TOUCH var/atom/holder var/activated = 0 var/chargelevel = 0 var/chargelevelmax = 10 var/artifact_id = "" var/effect_type = 0 //0 = Unknown / none detectable //1 = Concentrated energy //2 = Intermittent psionic wavefront //3 = Electromagnetic energy //4 = Particle field //5 = Organically reactive exotic particles //6 = Interdimensional/bluespace? phasing //7 = Atomic synthesis /datum/artifact_effect/New(var/atom/location) ..() holder = location effect = rand(0,MAX_EFFECT) trigger = rand(0,MAX_TRIGGER) //this will be replaced by the excavation code later, but it's here just in case artifact_id = "[pick("kappa","sigma","antaeres","beta","omicron","iota","epsilon","omega","gamma","delta","tau","alpha")]-[rand(100,999)]" //random charge time and distance switch(pick(100;1, 50;2, 25;3)) if(1) //short range, short charge time chargelevelmax = rand(3, 20) effectrange = rand(1, 3) if(2) //medium range, medium charge time chargelevelmax = rand(15, 40) effectrange = rand(5, 15) if(3) //large range, long charge time chargelevelmax = rand(20, 120) effectrange = rand(20, 200) /datum/artifact_effect/proc/ToggleActivate(var/reveal_toggle = 1) //so that other stuff happens first spawn(0) if(activated) activated = 0 else activated = 1 if(reveal_toggle && holder) if(istype(holder, /obj/machinery/artifact)) var/obj/machinery/artifact/A = holder A.icon_state = "ano[A.icon_num][activated]" var/display_msg if(activated) display_msg = pick("momentarily glows brightly!","distorts slightly for a moment!","flickers slightly!","vibrates!","shimmers slightly for a moment!") else display_msg = pick("grows dull!","fades in intensity!","suddenly becomes very still!","suddenly becomes very quiet!") var/atom/toplevelholder = holder while(!istype(toplevelholder.loc, /turf)) toplevelholder = toplevelholder.loc toplevelholder.visible_message("\red \icon[toplevelholder] [toplevelholder] [display_msg]") /datum/artifact_effect/proc/DoEffectTouch(var/mob/user) /datum/artifact_effect/proc/DoEffectAura(var/atom/holder) /datum/artifact_effect/proc/DoEffectPulse(var/atom/holder) /datum/artifact_effect/proc/UpdateMove() /datum/artifact_effect/proc/process() if(chargelevel < chargelevelmax) chargelevel++ if(activated) if(effect == EFFECT_AURA) DoEffectAura() else if(effect == EFFECT_PULSE && chargelevel >= chargelevelmax) chargelevel = 0 DoEffectPulse() //returns 0..1, with 1 being no protection and 0 being fully protected proc/GetAnomalySusceptibility(var/mob/living/carbon/human/H) if(!H || !istype(H)) return 1 var/protected = 0 //anomaly suits give best protection, but excavation suits are almost as good if(istype(H.back,/obj/item/weapon/rig/hazmat)) var/obj/item/weapon/rig/hazmat/rig = H.back if(rig.suit_is_deployed() && !rig.offline) protected += 1 if(istype(H.wear_suit,/obj/item/clothing/suit/bio_suit/anomaly)) protected += 0.6 else if(istype(H.wear_suit,/obj/item/clothing/suit/space/anomaly)) protected += 0.5 if(istype(H.head,/obj/item/clothing/head/bio_hood/anomaly)) protected += 0.3 else if(istype(H.head,/obj/item/clothing/head/helmet/space/anomaly)) protected += 0.2 //latex gloves and science goggles also give a bit of bonus protection if(istype(H.gloves,/obj/item/clothing/gloves/latex)) protected += 0.1 if(istype(H.glasses,/obj/item/clothing/glasses/science)) protected += 0.1 return 1 - protected