/**********************Resonator**********************/ /obj/item/resonator name = "resonator" icon = 'icons/obj/mining.dmi' icon_state = "resonator" item_state = "resonator" origin_tech = list(TECH_MAGNET = 3, TECH_ENGINEERING = 3) desc = "A handheld device that creates small fields of energy that resonate until they detonate, crushing rock. It can also be activated without a target to create a field at the user's location, to act as a delayed time trap. It's more effective in low temperature." w_class = ITEMSIZE_NORMAL force = 8 throwforce = 10 var/cooldown = 0 var/fieldsactive = 0 var/burst_time = 50 var/fieldlimit = 3 /obj/item/resonator/upgraded name = "upgraded resonator" desc = "An upgraded version of the resonator that can produce more fields at once." icon_state = "resonator_u" origin_tech = list(TECH_MATERIAL = 4, TECH_POWER = 3, TECH_MAGNET = 3, TECH_ENGINEERING = 3) fieldlimit = 5 /obj/item/resonator/proc/CreateResonance(var/target, var/creator) var/turf/T = get_turf(target) if(locate(/obj/effect/resonance) in T) return if(fieldsactive < fieldlimit) playsound(src,'sound/weapons/resonator_fire.ogg',50,1) new /obj/effect/resonance(T, creator, burst_time) fieldsactive++ spawn(burst_time) fieldsactive-- /obj/item/resonator/attack_self(mob/user) if(burst_time == 50) burst_time = 30 to_chat(user, "You set the resonator's fields to detonate after 3 seconds.") else burst_time = 50 to_chat(user, "You set the resonator's fields to detonate after 5 seconds.") /obj/item/resonator/afterattack(atom/target, mob/user, proximity_flag) if(proximity_flag) if(!check_allowed_items(target, 1)) return CreateResonance(target, user) /obj/effect/resonance name = "resonance field" desc = "A resonating field that significantly damages anything inside of it when the field eventually ruptures." icon = 'icons/effects/effects.dmi' icon_state = "shield1" plane = MOB_PLANE layer = ABOVE_MOB_LAYER mouse_opacity = 0 var/resonance_damage = 20 /obj/effect/resonance/Initialize(mapload, var/creator = null, var/timetoburst) . = ..() // 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) // Queue the actual bursting addtimer(CALLBACK(src, PROC_REF(burst), creator), timetoburst) /obj/effect/resonance/proc/burst(var/creator = null) var/turf/T = get_turf(src) if(!T) return playsound(src, 'sound/weapons/resonator_blast.ogg', 50, 1) // Make the collapsing effect new /obj/effect/temp_visual/resonance_crush(T) // Mineral turfs get drilled! if(istype(T, /turf/simulated/mineral)) var/turf/simulated/mineral/M = T M.GetDrilled() qdel(src) return // Otherwise we damage mobs! Boost damage if low tempreature var/datum/gas_mixture/environment = T.return_air() 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") to_chat(L, "\The [src] ruptured with you in it!") L.apply_damage(resonance_damage, BRUTE) qdel(src) /obj/effect/temp_visual/resonance_crush icon_state = "shield1" plane = MOB_PLANE layer = ABOVE_MOB_LAYER duration = 4 /obj/effect/temp_visual/resonance_crush/Initialize() . = ..() transform = matrix()*1.5 animate(src, transform = matrix()*0.1, alpha = 50, time = 4)