mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-10 10:12:45 +00:00
289 lines
10 KiB
Plaintext
289 lines
10 KiB
Plaintext
/mob/living
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var/instability = 0
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var/last_instability_event = null // most recent world.time that something bad happened due to instability.
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// Proc: adjust_instability()
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// Parameters: 0
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// Description: Does nothing, because inheritence.
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/mob/living/proc/adjust_instability(var/amount)
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instability = min(max(instability + amount, 0), 200)
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// Proc: adjust_instability()
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// Parameters: 1 (amount - how much instability to give)
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// Description: Adds or subtracks instability to the mob, then updates the hud.
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/mob/living/carbon/human/adjust_instability(var/amount)
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instability_update_hud()
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..()
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// Proc: instability_update_hud()
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// Parameters: 0
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// Description: Sets the HUD icon to the correct state.
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/mob/living/carbon/human/proc/instability_update_hud()
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if(client && hud_used)
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switch(instability)
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if(0 to 10)
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wiz_instability_display.icon_state = "instability-1"
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if(11 to 30)
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wiz_instability_display.icon_state = "instability0"
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if(31 to 50)
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wiz_instability_display.icon_state = "instability1"
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if(51 to 100)
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wiz_instability_display.icon_state = "instability2"
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if(101 to 200)
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wiz_instability_display.icon_state = "instability3"
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// Proc: Life()
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// Parameters: 0
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// Description: Makes instability tick along with Life().
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/mob/living/Life()
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. = ..()
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handle_instability()
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// Proc: handle_instability()
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// Parameters: 0
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// Description: Makes instability decay. instability_effects() handles the bad effects for having instability. It will also hold back
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// from causing bad effects more than one every ten seconds, to prevent sudden death from angry RNG.
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/mob/living/proc/handle_instability()
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instability = round(Clamp(instability, 0, 200))
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//This should cushon against really bad luck.
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if(instability && last_instability_event < (world.time - 10 SECONDS) && prob(20))
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instability_effects()
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switch(instability)
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if(1 to 10)
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adjust_instability(-2)
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if(11 to 20)
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adjust_instability(-4)
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if(21 to 30)
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adjust_instability(-6)
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if(31 to 40)
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adjust_instability(-8)
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if(41 to 50)
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adjust_instability(-10)
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if(51 to 100)
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adjust_instability(-20)
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if(101 to 200)
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adjust_instability(-40)
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/mob/living/carbon/human/handle_instability()
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..()
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instability_update_hud()
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/*
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[16:18:08] <PsiOmegaDelta> Sparks
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[16:18:10] <PsiOmegaDelta> Wormholes
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[16:18:16] <PsiOmegaDelta> Random spells firing off on their own
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[16:18:22] <PsiOmegaDelta> The possibilities are endless
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[16:19:00] <PsiOmegaDelta> Random objects phasing into reality, only to disappear again
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[16:19:05] <PsiOmegaDelta> Things briefly duplicating
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[16:20:56] <PsiOmegaDelta> Glass cracking, eventually breaking
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*/
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// Proc: instability_effects()
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// Parameters: 0
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// Description: Does a variety of bad effects to the entity holding onto the instability, with more severe effects occuring if they have
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// a lot of instability.
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/mob/living/proc/instability_effects()
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last_instability_event = world.time
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spawn(1)
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var/image/instability_flash = image('icons/obj/spells.dmi',"instability")
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overlays |= instability_flash
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sleep(4)
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overlays.Remove(instability_flash)
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qdel(instability_flash)
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radiate_instability()
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/mob/living/silicon/instability_effects()
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if(instability)
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var/rng = 0
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..()
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switch(instability)
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if(1 to 10) //Harmless
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return
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if(11 to 30) //Minor
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rng = rand(0,1)
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switch(rng)
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if(0)
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var/datum/effect/effect/system/spark_spread/sparks = PoolOrNew(/datum/effect/effect/system/spark_spread)
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sparks.set_up(5, 0, src)
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sparks.attach(loc)
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sparks.start()
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visible_message("<span class='warning'>Electrical sparks manifest from nowhere around \the [src]!</span>")
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qdel(sparks)
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if(1)
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return
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if(31 to 50) //Moderate
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rng = rand(0,4)
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switch(rng)
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if(0)
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electrocute_act(instability * 0.3, "unstable energies", 0.75)
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if(1)
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adjustFireLoss(instability * 0.15) //7.5 burn @ 50 instability
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src << "<span class='danger'>Your chassis alerts you to overheating from an unknown external force!</span>"
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if(2)
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adjustBruteLoss(instability * 0.15) //7.5 brute @ 50 instability
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src << "<span class='danger'>Your chassis makes the sound of metal groaning!</span>"
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if(3)
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safe_blink(src, range = 6)
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src << "<span class='warning'>You're teleported against your will!</span>"
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if(4)
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emp_act(3)
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if(51 to 100) //Severe
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rng = rand(0,3)
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switch(rng)
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if(0)
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electrocute_act(instability * 0.5, "extremely unstable energies", 0.75)
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if(1)
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emp_act(2)
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if(2)
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adjustFireLoss(instability * 0.3) //30 burn @ 100 instability
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src << "<span class='danger'>Your chassis alerts you to extreme overheating from an unknown external force!</span>"
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if(3)
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adjustBruteLoss(instability * 0.3) //30 brute @ 100 instability
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src << "<span class='danger'>Your chassis makes the sound of metal groaning and tearing!</span>"
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if(101 to 200) //Lethal
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rng = rand(0,4)
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switch(rng)
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if(0)
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electrocute_act(instability, "extremely unstable energies", 0.75)
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if(1)
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emp_act(1)
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if(2)
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adjustFireLoss(instability * 0.4) //40 burn @ 100 instability
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src << "<span class='danger'>Your chassis alerts you to extreme overheating from an unknown external force!</span>"
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if(3)
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adjustBruteLoss(instability * 0.4) //40 brute @ 100 instability
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src << "<span class='danger'>Your chassis makes the sound of metal groaning and tearing!</span>"
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/mob/living/carbon/human/instability_effects()
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if(instability)
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var/rng = 0
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..()
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switch(instability)
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if(1 to 10) //Harmless
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return
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if(11 to 30) //Minor
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rng = rand(0,1)
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switch(rng)
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if(0)
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var/datum/effect/effect/system/spark_spread/sparks = PoolOrNew(/datum/effect/effect/system/spark_spread)
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sparks.set_up(5, 0, src)
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sparks.attach(loc)
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// var/datum/effect/effect/system/spark_spread/spark_system = PoolOrNew(/datum/effect/effect/system/spark_spread)
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// spark_system.set_up(5, 0, get_turf(src))
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// spark_system.attach(src)
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sparks.start()
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visible_message("<span class='warning'>Electrical sparks manifest from nowhere around \the [src]!</span>")
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qdel(sparks)
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if(1)
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return
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if(31 to 50) //Moderate
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rng = rand(0,8)
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switch(rng)
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if(0)
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apply_effect(instability * 0.3, IRRADIATE)
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if(1)
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return
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// visible_message("<span class='warning'>\The [src] suddenly collapses!</span>",
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// "<span class='danger'>You suddenly feel very weak, and you fall down!</span>")
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// Weaken(instability * 0.1)
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if(2)
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if(can_feel_pain())
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apply_effect(instability * 0.3, AGONY)
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src << "<span class='danger'>You feel a sharp pain!</span>"
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if(3)
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apply_effect(instability * 0.3, EYE_BLUR)
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src << "<span class='danger'>Your eyes start to get cloudy!</span>"
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if(4)
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electrocute_act(instability * 0.3, "unstable energies")
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if(5)
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adjustFireLoss(instability * 0.15) //7.5 burn @ 50 instability
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src << "<span class='danger'>You feel your skin burn!</span>"
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if(6)
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adjustBruteLoss(instability * 0.15) //7.5 brute @ 50 instability
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src << "<span class='danger'>You feel a sharp pain as an unseen force harms your body!</span>"
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if(7)
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adjustToxLoss(instability * 0.15) //7.5 tox @ 50 instability
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if(8)
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safe_blink(src, range = 6)
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src << "<span class='warning'>You're teleported against your will!</span>"
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if(51 to 100) //Severe
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rng = rand(0,8)
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switch(rng)
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if(0)
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apply_effect(instability * 0.7, IRRADIATE)
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if(1)
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// visible_message("<span class='warning'>\The [src] suddenly collapses!</span>",
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// "<span class='danger'>You suddenly feel very light-headed, and faint!</span>")
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// Paralyse(instability * 0.1)
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return
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if(2)
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if(can_feel_pain())
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apply_effect(instability * 0.7, AGONY)
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src << "<span class='danger'>You feel an extremly angonizing pain from all over your body!</span>"
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if(3)
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apply_effect(instability * 0.5, EYE_BLUR)
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src << "<span class='danger'>Your eyes start to get cloudy!</span>"
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if(4)
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electrocute_act(instability * 0.5, "extremely unstable energies")
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if(5)
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fire_act()
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src << "<span class='danger'>You spontaneously combust!</span>"
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if(6)
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adjustCloneLoss(instability * 0.05) //5 cloneloss @ 100 instability
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src << "<span class='danger'>You feel your body slowly degenerate.</span>"
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if(7)
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adjustToxLoss(instability * 0.25) //25 tox @ 100 instability
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if(101 to 200) //Lethal
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rng = rand(0,8)
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switch(rng)
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if(0)
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apply_effect(instability, IRRADIATE)
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if(1)
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visible_message("<span class='warning'>\The [src] suddenly collapses!</span>",
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"<span class='danger'>You suddenly feel very light-headed, and faint!</span>")
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Paralyse(instability * 0.1)
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if(2)
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if(can_feel_pain())
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apply_effect(instability, AGONY)
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src << "<span class='danger'>You feel an extremly angonizing pain from all over your body!</span>"
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if(3)
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apply_effect(instability, EYE_BLUR)
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src << "<span class='danger'>Your eyes start to get cloudy!</span>"
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if(4)
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electrocute_act(instability, "extremely unstable energies")
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if(5)
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fire_act()
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src << "<span class='danger'>You spontaneously combust!</span>"
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if(6)
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adjustCloneLoss(instability * 0.10) //5 cloneloss @ 100 instability
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src << "<span class='danger'>You feel your body slowly degenerate.</span>"
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if(7)
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adjustToxLoss(instability * 0.40) //25 tox @ 100 instability
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/mob/living/proc/radiate_instability()
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var/distance = round(sqrt(instability / 2))
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if(instability <= 30)
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distance = 0
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if(distance)
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for(var/mob/living/carbon/human/H in range(src, distance) )
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if(H == src) // This instability is radiating away from them, so don't include them.
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continue
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var/radius = max(get_dist(H, src), 1)
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// People next to the source take a third of the instability. Further distance decreases the amount absorbed.
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var/outgoing_instability = (instability / 3) * ( 1 / (radius**2) )
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// Energy armor like from the AMI RIG can protect from this.
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var/armor = getarmor(null, "energy")
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var/armor_factor = abs( (armor - 100) / 100)
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outgoing_instability = outgoing_instability * armor_factor
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if(outgoing_instability)
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to_chat(H, "<span class='warning'>The purple glow makes you feel strange...</span>")
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H.adjust_instability(outgoing_instability)
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set_light(distance, distance * 2, l_color = "#C26DDE")
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