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CHOMPStation2/code/modules/projectiles/projectile/energy.dm
Leshana 44ff1a70c6 Removes the datum pool, as it is not performant.
* Creating new objects is cheap, in fact comparable to the cost of getting it out of the pool, so it doesn't help there.
* Placing items in the pool is far more expensive than letting them garbage collect due to the resetting of vars and such.
2017-05-04 01:58:33 -04:00

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/obj/item/projectile/energy
name = "energy"
icon_state = "spark"
damage = 0
damage_type = BURN
check_armour = "energy"
var/flash_strength = 10
//releases a burst of light on impact or after travelling a distance
/obj/item/projectile/energy/flash
name = "chemical shell"
icon_state = "bullet"
damage = 5
kill_count = 15 //if the shell hasn't hit anything after travelling this far it just explodes.
var/flash_range = 0
var/brightness = 7
var/light_colour = "#ffffff"
/obj/item/projectile/energy/flash/on_impact(var/atom/A)
var/turf/T = flash_range? src.loc : get_turf(A)
if(!istype(T)) return
//blind adjacent people
for (var/mob/living/carbon/M in viewers(T, flash_range))
if(M.eyecheck() < 1)
M.flash_eyes()
if(ishuman(M))
var/mob/living/carbon/human/H = M
flash_strength *= H.species.flash_mod
if(flash_strength > 0)
H.Confuse(flash_strength + 5)
H.Blind(flash_strength)
H.eye_blurry = max(H.eye_blurry, flash_strength + 5)
H.adjustHalLoss(22 * (flash_strength / 5)) // Five flashes to stun. Bit weaker than melee flashes due to being ranged.
//snap pop
playsound(src, 'sound/effects/snap.ogg', 50, 1)
src.visible_message("<span class='warning'>\The [src] explodes in a bright flash!</span>")
var/datum/effect/effect/system/spark_spread/sparks = new /datum/effect/effect/system/spark_spread()
sparks.set_up(2, 1, T)
sparks.start()
new /obj/effect/decal/cleanable/ash(src.loc) //always use src.loc so that ash doesn't end up inside windows
new /obj/effect/effect/smoke/illumination(T, 5, brightness, brightness, light_colour)
//blinds people like the flash round, but can also be used for temporary illumination
/obj/item/projectile/energy/flash/flare
damage = 10
flash_range = 1
brightness = 15
flash_strength = 20
/obj/item/projectile/energy/flash/flare/on_impact(var/atom/A)
light_colour = pick("#e58775", "#ffffff", "#90ff90", "#a09030")
..() //initial flash
//residual illumination
new /obj/effect/effect/smoke/illumination(src.loc, rand(190,240) SECONDS, range=8, power=3, color=light_colour) //same lighting power as flare
/obj/item/projectile/energy/electrode
name = "electrode"
icon_state = "spark"
taser_effect = 1
agony = 40
light_range = 2
light_power = 0.5
light_color = "#FFFFFF"
//Damage will be handled on the MOB side, to prevent window shattering.
/obj/item/projectile/energy/electrode/strong
agony = 55
/obj/item/projectile/energy/electrode/stunshot
name = "stunshot"
damage = 5
agony = 80
/obj/item/projectile/energy/declone
name = "declone"
icon_state = "declone"
nodamage = 1
damage_type = CLONE
irradiate = 40
light_range = 2
light_power = 0.5
light_color = "#33CC00"
/obj/item/projectile/energy/dart
name = "dart"
icon_state = "toxin"
damage = 5
damage_type = TOX
agony = 120
check_armour = "energy"
/obj/item/projectile/energy/bolt
name = "bolt"
icon_state = "cbbolt"
damage = 10
damage_type = TOX
agony = 40
stutter = 10
/obj/item/projectile/energy/bolt/large
name = "largebolt"
damage = 20
/obj/item/projectile/energy/neurotoxin
name = "neuro"
icon_state = "neurotoxin"
damage = 5
damage_type = TOX
weaken = 5
/obj/item/projectile/energy/phoron
name = "phoron bolt"
icon_state = "energy"
damage = 20
damage_type = TOX
irradiate = 20
light_range = 2
light_power = 0.5
light_color = "#33CC00"
/obj/item/projectile/energy/plasmastun
name = "plasma pulse"
icon_state = "plasma_stun"
armor_penetration = 10
kill_count = 4
damage = 5
agony = 55
damage_type = BURN
vacuum_traversal = 0 //Projectile disappears in empty space
/obj/item/projectile/energy/plasmastun/proc/bang(var/mob/living/carbon/M)
to_chat(M, "<span class='danger'>You hear a loud roar.</span>")
playsound(M.loc, 'sound/effects/bang.ogg', 50, 1)
var/ear_safety = 0
ear_safety = M.get_ear_protection()
if(ear_safety == 1)
M.Confuse(150)
else if (ear_safety > 1)
M.Confuse(30)
else if (!ear_safety)
M.Stun(10)
M.Weaken(2)
M.ear_damage += rand(1, 10)
M.ear_deaf = max(M.ear_deaf,15)
if (M.ear_damage >= 15)
to_chat(M, "<span class='danger'>Your ears start to ring badly!</span>")
if (prob(M.ear_damage - 5))
to_chat(M, "<span class='danger'>You can't hear anything!</span>")
M.sdisabilities |= DEAF
else
if (M.ear_damage >= 5)
to_chat(M, "<span class='danger'>Your ears start to ring!</span>")
M.update_icons()
/obj/item/projectile/energy/plasmastun/on_hit(var/atom/target)
bang(target)
. = ..()