Files
CHOMPStation2/code/modules/power/singularity/singularity.dm
mport2004@gmail.com 1d20768b4c Space drugs should no longer cause people to act weird inside lockers and such.
Tele now ignores beacons and trackers on Z2
Singularity grav range reduced a bit due to lag


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2047 316c924e-a436-60f5-8080-3fe189b3f50e
2011-08-25 08:53:01 +00:00

519 lines
14 KiB
Plaintext

var/global/list/uneatable = list(
/obj/machinery/singularity,
/turf/space,
/obj/effects,
/obj/overlay,
/obj/decal/cleanable,
/obj/rune,
)
/obj/machinery/singularity/
name = "Gravitational Singularity"
desc = "A Gravitational Singularity."
icon = 'singularity.dmi'
icon_state = "singularity_s1"
anchored = 1
density = 1
layer = 6
unacidable = 1 //Don't comment this out.
use_power = 0
var
current_size = 1
allowed_size = 1
contained = 1 //Are we going to move around?
energy = 100 //How strong are we?
dissipate = 1 //Do we lose energy over time?
dissipate_delay = 10
dissipate_track = 0
dissipate_strength = 1 //How much energy do we lose?
move_self = 1 //Do we move on our own?
grav_pull = 4 //How many tiles out do we pull?
consume_range = 0 //How many tiles out do we eat
event_chance = 15 //Prob for event each tick
target = null //its target. moves towards the target if it has one
New(loc, var/starting_energy = 50, var/temp = 0)
src.energy = starting_energy
if(temp)
spawn(temp)
del(src)
..()
for(var/obj/machinery/singularity_beacon/singubeacon in world)
if(singubeacon.active)
target = singubeacon
break
return
Del()
//Could have it do something bad when this happens, explode/implode or something
..()
attack_hand(mob/user as mob)
consume(user)
return 1
blob_act(severity)
return
ex_act(severity)
switch(severity)
if(1.0)
if(prob(10))
del(src)
return
else
energy += 50
if(2.0 to 3.0)
energy += round((rand(20,60)/2),1)
return
return
Bump(atom/A)
consume(A)
return
Bumped(atom/A)
consume(A)
return
process()
eat()
dissipate()
check_energy()
if(current_size >= 3)
move()
if(current_size <= 7)
pulse()
if(current_size >= 5)
if(prob(event_chance))//Chance for it to run a special event TODO:Come up with one or two more that fit
event()
return
attack_ai() //to prevent ais from gibbing themselves when they click on one.
return
proc
dissipate()
if(!dissipate)
return
if(dissipate_track >= dissipate_delay)
src.energy -= dissipate_strength
dissipate_track = 0
else
dissipate_track++
expand(var/force_size = 0)
var/temp_allowed_size = src.allowed_size
if(force_size)
temp_allowed_size = force_size
switch(temp_allowed_size)
if(1)
current_size = 1
icon = 'singularity.dmi'
icon_state = "singularity_s1"
pixel_x = 0
pixel_y = 0
grav_pull = 4
consume_range = 0
dissipate_delay = 10
dissipate_track = 0
dissipate_strength = 1
if(3)//1 to 3 does not check for the turfs if you put the gens right next to a 1x1 then its going to eat them
current_size = 3
icon = '96x96.dmi'
icon_state = "singularity_s3"
pixel_x = -32
pixel_y = -32
grav_pull = 6
consume_range = 1
dissipate_delay = 5
dissipate_track = 0
dissipate_strength = 5
if(5)
if((check_turfs_in(1,2))&&(check_turfs_in(2,2))&&(check_turfs_in(4,2))&&(check_turfs_in(8,2)))
current_size = 5
icon = '160x160.dmi'
icon_state = "singularity_s5"
pixel_x = -64
pixel_y = -64
grav_pull = 8
consume_range = 2
dissipate_delay = 4
dissipate_track = 0
dissipate_strength = 20
if(7)
if((check_turfs_in(1,3))&&(check_turfs_in(2,3))&&(check_turfs_in(4,3))&&(check_turfs_in(8,3)))
current_size = 7
icon = '224x224.dmi'
icon_state = "singularity_s7"
pixel_x = -96
pixel_y = -96
grav_pull = 10
consume_range = 3
dissipate_delay = 10
dissipate_track = 0
dissipate_strength = 10
if(9)//this one also lacks a check for gens because it eats everything
current_size = 9
icon = '288x288.dmi'
icon_state = "singularity_s9"
pixel_x = -128
pixel_y = -128
grav_pull = 10
consume_range = 4
dissipate = 0 //It cant go smaller due to e loss
if(current_size == allowed_size)
return 1
else if(current_size < (--temp_allowed_size))
expand(temp_allowed_size)
else
return 0
check_energy()
if(energy <= 0)
del(src)
return 0
switch(energy)//Some of these numbers might need to be changed up later -Mport
if(1 to 199)
allowed_size = 1
if(200 to 499)
allowed_size = 3
if(500 to 999)
allowed_size = 5
if(1000 to 1999)
allowed_size = 7
if(2000 to INFINITY)
allowed_size = 9
if(current_size != allowed_size)
expand()
return 1
eat()
set background = 1
for(var/atom/movable/X in orange(consume_range,src))
consume(X)
for(var/turf/X in orange(consume_range,src))
consume(X)
for(var/atom/movable/X in orange(grav_pull,src))
if(is_type_in_list(X, uneatable))
continue
if((!X:anchored && (!istype(X,/mob/living/carbon/human)))|| (src.current_size >= 9))
step_towards(X,src)
else if(istype(X,/mob/living/carbon/human))
var/mob/living/carbon/human/H = X
if(istype(H.shoes,/obj/item/clothing/shoes/magboots))
var/obj/item/clothing/shoes/magboots/M = H.shoes
if(M.magpulse)
continue
step_towards(H,src)
return
consume(var/atom/A)
if (istype(A,/obj/item/weapon/storage/backpack/holding))
var/log_str = "\The [src] was exploded in [get_area(src)] due to consumption of [A], last touched by: [A.fingerprintslast]"
message_admins(log_str)
log_game(log_str)
del(A)
explosion(src.loc,10,15,20,40)
if(src) del(src)
return
var/gain = 0
if(is_type_in_list(A, uneatable))
return 0
if (istype(A,/mob/living))//Mobs get gibbed
gain = 20
if(istype(A,/mob/living/carbon/human))
if(A:mind)
if((A:mind:assigned_role == "Station Engineer") || (A:mind:assigned_role == "Chief Engineer") )
gain = 100
spawn()
A:gib()
sleep(1)
else if(istype(A,/obj/))
A:ex_act(1.0)
if(A) del(A)
gain = 2
else if(isturf(A))
var/turf/T = A
if(T.intact)
for(var/obj/O in T.contents)
if(O.level != 1)
continue
if(O.invisibility == 101)
src.consume(O)
A:ReplaceWithSpace()
gain = 2
src.energy += gain
return
move(var/movement_dir = 0)
if(!move_self)
return 0
if(!target && !(movement_dir in cardinal))
movement_dir = pick(NORTH, SOUTH, EAST, WEST)
else if(target)
movement_dir = get_dir(src,target) //moves to a singulo beacon, if there is one
if(current_size >= 9)//The superlarge one does not care about things in its way
spawn(0)
step(src, movement_dir)
spawn(1)
step(src, movement_dir)
return 1
else if(check_turfs_in(movement_dir))
spawn(0)
step(src, movement_dir)
return 1
return 0
check_turfs_in(var/direction = 0, var/step = 0)
if(!direction)
return 0
var/steps = 0
if(!step)
switch(current_size)
if(1)
steps = 1
if(3)
steps = 3//Yes this is right
if(5)
steps = 3
if(7)
steps = 4
if(9)
steps = 5
else
steps = step
var/list/turfs = list()
var/turf/T = src.loc
for(var/i = 1 to steps)
T = get_step(T,direction)
if(!isturf(T))
return 0
turfs.Add(T)
var/dir2 = 0
var/dir3 = 0
switch(direction)
if(NORTH||SOUTH)
dir2 = 4
dir3 = 8
if(EAST||WEST)
dir2 = 1
dir3 = 2
var/turf/T2 = T
for(var/j = 1 to steps)
T2 = get_step(T2,dir2)
if(!isturf(T2))
return 0
turfs.Add(T2)
for(var/k = 1 to steps)
T = get_step(T,dir3)
if(!isturf(T))
return 0
turfs.Add(T)
for(var/turf/T3 in turfs)
if(isnull(T3))
continue
if(!can_move(T3))
return 0
return 1
can_move(var/turf/T)
if(!T)
return 0
if((locate(/obj/machinery/containment_field) in T)||(locate(/obj/machinery/shieldwall) in T))
return 0
else if(locate(/obj/machinery/field_generator) in T)
var/obj/machinery/field_generator/G = locate(/obj/machinery/field_generator) in T
if(G && G.active)
return 0
else if(locate(/obj/machinery/shieldwallgen) in T)
var/obj/machinery/shieldwallgen/S = locate(/obj/machinery/shieldwallgen) in T
if(S && S.active)
return 0
return 1
event()
var/numb = pick(1,2,3,4,5,6)
switch(numb)
if(1)//EMP
emp_area()
if(2,3)//tox damage all carbon mobs in area
toxmob()
if(4)//Stun mobs who lack optic scanners
mezzer()
else
return 0
return 1
toxmob()
var/toxrange = 10
var/toxloss = 4
var/radiation = 5
if (src.energy>200)
toxloss = round(((src.energy-150)/50)*4,1)
radiation = round(((src.energy-150)/50)*5,1)
for(var/mob/living/carbon/M in view(toxrange, src.loc))
if(istype(M,/mob/living/carbon/human))
var/P = 0
if(M:wear_suit)
P += M:wear_suit.radiation_protection
if(M:head)
P += M:head.radiation_protection
if (P > 0)
if (P >= 1)
if(M:wear_suit)
M << "The [M:wear_suit] beeps, indicating it just received a burst of radiation. Good thing you had it on."
else if (M:head)
M << "The [M:head] beeps, indicating it just received a burst of radiation. Good thing you had it on."
else
M << "Your body deflects all the radiation"
return
if (toxloss >= 100)
toxloss = 100 - (P * 100) //a suit and/or headgear which protects you from 10% radiation will make you only receive 90 damage even if you're showered with a MILLION points of toxloss
else
toxloss = toxloss - (P * toxloss)
if (radiation > 15)
radiation = 15 - (15 * P)
else
radiation = radiation - (P * radiation)
if(M:wear_suit)
M << "\red The [M:wear_suit] absorbs some of the radiation from the singularity."
else if (M:head)
M << "\red The [M:head] absorbs some of the radiation from the singularity."
else
M << "\red Your body protects you from some of the radiation."
else
if(prob(50))
M << "\red <b>You feel odd.</b>"
else
M << "\red <b>You feel sick.</b>"
M.toxloss += toxloss
M.radiation += radiation
M.updatehealth()
return
mezzer()
for(var/mob/living/carbon/M in oviewers(8, src))
if(istype(M,/mob/living/carbon/human))
if(istype(M:glasses,/obj/item/clothing/glasses/meson))
M << "\blue You look directly into The [src.name], good thing you had your protective eyewear on!"
return
M << "\red You look directly into The [src.name] and feel weak."
if (M:stunned < 3)
M.stunned = 3
for(var/mob/O in viewers(M, null))
O.show_message(text("\red <B>[] stares blankly at The []!</B>", M, src), 1)
return
emp_area()
empulse(src, 8, 10)
return
pulse()
for(var/obj/machinery/power/rad_collector/R in orange(15,src))
if(istype(R,/obj/machinery/power/rad_collector))
R.receive_pulse(energy)
return
narsie //Moving narsie to a child object of the singularity so it can be made to function differently. --NEO
name = "Tear in the Fabric of Reality"
desc = "Your mind begins to bubble and ooze as it tries to comprehend what it sees."
icon = 'magic_terror.dmi'
pixel_x = -89
pixel_y = -85
current_size = 9 //It moves/eats like a max-size singulo, aside from range. --NEO
contained = 0 //Are we going to move around?
dissipate = 0 //Do we lose energy over time?
move_self = 1 //Do we move on our own?
grav_pull = 10 //How many tiles out do we pull?
consume_range = 3 //How many tiles out do we eat
process()
eat()
if(!target || prob(5))
pickcultist()
move()
if(prob(25))
mezzer()
consume(var/atom/A) //Has its own consume proc because it doesn't need energy and I don't want BoHs to explode it. --NEO
if(is_type_in_list(A, uneatable))
return 0
if (istype(A,/mob/living))//Mobs get gibbed
A:gib()
else if(istype(A,/obj/))
A:ex_act(1.0)
if(A) del(A)
else if(isturf(A))
var/turf/T = A
if(T.intact)
for(var/obj/O in T.contents)
if(O.level != 1)
continue
if(O.invisibility == 101)
src.consume(O)
A:ReplaceWithSpace()
return
ex_act() //No throwing bombs at it either. --NEO
return
proc/pickcultist() //Narsie rewards his cultists with being devoured first, then picks a ghost to follow. --NEO
var/list/cultists = list()
for(var/datum/mind/cult_nh_mind in ticker.mode.cult)
if(!cult_nh_mind.current)
continue
if(cult_nh_mind.current.stat)
continue
cultists += cult_nh_mind.current
if(cultists.len)
acquire(pick(cultists))
return
//If there was living cultists, it picks one to follow.
for(var/mob/living/carbon/human/food in world)
if(food.stat)
continue
cultists += food
if(cultists.len)
acquire(pick(cultists))
return
//no living cultists, pick a living human instead.
for(var/mob/dead/observer/ghost in world)
if(!ghost.client)
continue
cultists += ghost
if(cultists.len)
acquire(pick(cultists))
return
//no living humans, follow a ghost instead.
proc/acquire(var/mob/food)
target << "\blue <b>NAR-SIE HAS LOST INTEREST IN YOU</b>"
target = food
if(ishuman(target))
target << "\red <b>NAR-SIE HUNGERS FOR YOUR SOUL</b>"
else
target << "\red <b>NAR-SIE HAS CHOSEN YOU TO LEAD HIM TO HIS NEXT MEAL</b>"