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CHOMPStation2/code/modules/research/artifacts.dm
2012-06-24 11:45:51 +10:00

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//Part of ISaidNo's public release around July 2011(ish), multiple changes
//many thanks
/obj/machinery/artifact
name = "alien artifact"
desc = "A large alien device."
icon = 'anomaly.dmi'
icon_state = "ano0"
anchored = 0
density = 1
var/origin = null // Used in the randomisation/research of the artifact.
var/activated = 0 // Whether or not the artifact has been unlocked.
var/charged = 1 // Whether the artifact is ready to have it's effect.
var/chargetime = 0 // How much time until the artifact is charged.
var/recharge = 5 // How long does it take this artifact to recharge?
var/display_id = "" // Artifact ID to display once successfully scanned
var/datum/artifact_effect/my_effect = null
var/being_used = 0
/obj/machinery/artifact/New()
..()
// Origin and appearance randomisation
// cael - need some more icons
my_effect = new()
src.origin = pick("ancient","martian","wizard","eldritch","precursor")
switch(src.origin)
if("ancient") src.icon_state = pick("ano2")
if("martian") src.icon_state = pick("ano4")
if("wizard") src.icon_state = pick("ano0","ano1")
if("eldritch") src.icon_state = pick("ano3")
if("precursor") src.icon_state = pick("ano5")
// Low-ish random chance to not look like it's origin
if(prob(20)) src.icon_state = pick("ano0","ano1","ano2","ano3","ano4","ano5")
// Power randomisation
my_effect.trigger = pick("force","energy","chemical","heat","touch")
if (my_effect.trigger == "chemical") my_effect.triggerX = pick("hydrogen","corrosive","volatile","toxic")
// Ancient Artifacts focus on robotic/technological effects
// Martian Artifacts focus on biological effects
// Wizard Artifacts focus on weird shit
// Eldritch Artifacts are 100% bad news
// Precursor Artifacts do everything
switch(src.origin)
if("ancient") my_effect.effecttype = pick("roboheal","robohurt","cellcharge","celldrain")
if("martian") my_effect.effecttype = pick("healing","injure","stun","planthelper")
if("wizard") my_effect.effecttype = pick("stun","forcefield","teleport")
if("eldritch") my_effect.effecttype = pick("injure","stun","robohurt","celldrain")
if("precursor") my_effect.effecttype = pick("healing","injure","stun","roboheal","robohurt","cellcharge","celldrain","planthelper","forcefield","teleport")
// Select range based on the power
var/canworldpulse = 1
switch(my_effect.effecttype)
if("healing") my_effect.effectmode = pick("aura","pulse","contact")
if("injure") my_effect.effectmode = pick("aura","pulse","contact")
if("stun") my_effect.effectmode = pick("aura","pulse","contact")
if("roboheal") my_effect.effectmode = pick("aura","pulse","contact")
if("robohurt") my_effect.effectmode = pick("aura","pulse","contact")
if("cellcharge") my_effect.effectmode = pick("aura","pulse")
if("celldrain") my_effect.effectmode = pick("aura","pulse")
if("planthelper")
my_effect.effectmode = pick("aura","pulse")
canworldpulse = 0
if("forcefield")
my_effect.effectmode = "contact"
canworldpulse = 0
if("teleport") my_effect.effectmode = pick("pulse","contact")
// Recharge timer & range setup
if (my_effect.effectmode == "aura")
my_effect.aurarange = rand(1,4)
if (my_effect.effectmode == "contact")
src.recharge = rand(5,15)
if (my_effect.effectmode == "pulse")
my_effect.aurarange = rand(2,14)
src.recharge = rand(5,20)
if (canworldpulse == 1 && prob(1))
my_effect.effectmode = "worldpulse"
src.recharge = rand(40,120)
display_id += pick("kappa","sigma","antaeres","beta","lorard","omicron","iota","upsilon","omega","gamma","delta")
display_id += "-"
display_id += num2text(rand(100,999))
/obj/machinery/artifact/attack_hand(var/mob/user as mob)
if (istype(user, /mob/living/silicon/ai) || istype(user, /mob/dead/)) return
if (istype(user, /mob/living/silicon/robot))
if (get_dist(user, src) > 1)
user << "\red You can't reach [src] from here."
return
if(istype(user:gloves,/obj/item/clothing/gloves))
return ..()
for(var/mob/O in viewers(src, null))
O.show_message(text("<b>[]</b> touches [].", user, src), 1)
src.add_fingerprint(user)
src.Artifact_Contact(user)
/obj/machinery/artifact/attackby(obj/item/weapon/W as obj, mob/living/user as mob)
/*if (istype(W, /obj/item/weapon/cargotele))
W:cargoteleport(src, user)
return*/
if (my_effect.trigger == "chemical" && istype(W, /obj/item/weapon/reagent_containers/))
switch(my_effect.triggerX)
if("hydrogen")
if (W.reagents.has_reagent("hydrogen", 1) || W.reagents.has_reagent("water", 1))
src.Artifact_Activate()
return
if("corrosive")
if (W.reagents.has_reagent("acid", 1) || W.reagents.has_reagent("pacid", 1) || W.reagents.has_reagent("diethylamine", 1))
src.Artifact_Activate()
return
if("volatile")
if (W.reagents.has_reagent("plasma", 1) || W.reagents.has_reagent("thermite", 1))
src.Artifact_Activate()
return
if("toxic")
if (W.reagents.has_reagent("toxin", 1) || W.reagents.has_reagent("cyanide", 1) || W.reagents.has_reagent("amanitin", 1) || W.reagents.has_reagent("neurotoxin", 1))
src.Artifact_Activate()
return
..()
if (my_effect.trigger == "force" && W.force >= 10 && !src.activated) src.Artifact_Activate()
if (my_effect.trigger == "energy")
if (istype(W,/obj/item/weapon/melee/baton) && W:status) src.Artifact_Activate()
if (istype(W,/obj/item/weapon/melee/energy)) src.Artifact_Activate()
if (istype(W,/obj/item/weapon/melee/cultblade)) src.Artifact_Activate()
if (istype(W,/obj/item/weapon/gun/energy/)) src.Artifact_Activate()
if (istype(W,/obj/item/device/multitool)) src.Artifact_Activate()
if (istype(W,/obj/item/weapon/card/emag)) src.Artifact_Activate()
if (my_effect.trigger == "heat")
if (istype(W,/obj/item/weapon/match) && W:lit) src.Artifact_Activate()
if (istype(W, /obj/item/weapon/weldingtool) && W:welding) src.Artifact_Activate()
if (istype(W, /obj/item/weapon/lighter) && W:lit) src.Artifact_Activate()
//Bump(atom/A)
/obj/machinery/artifact/Bumped(M as mob|obj)
if (istype(M,/obj/item/weapon/) && my_effect.trigger == "force" && M:throwforce >= 10) src.Artifact_Activate()
/obj/machinery/artifact/bullet_act(var/obj/item/projectile/P)
if (my_effect.trigger == "force")
if(istype(P,/obj/item/projectile/bullet)) src.Artifact_Activate()
else if(istype(P,/obj/item/projectile/hivebotbullet)) src.Artifact_Activate()
if (my_effect.trigger == "energy")
if(istype(P,/obj/item/projectile/beam)) src.Artifact_Activate()
else if(istype(P,/obj/item/projectile/ion)) src.Artifact_Activate()
else if(istype(P,/obj/item/projectile/energy)) src.Artifact_Activate()
else if(istype(P,/obj/item/projectile/bluetag)) src.Artifact_Activate()
else if(istype(P,/obj/item/projectile/redtag)) src.Artifact_Activate()
if (my_effect.trigger == "heat")
if(istype(P,/obj/item/projectile/temp)) src.Artifact_Activate()
/obj/machinery/artifact/ex_act(severity)
switch(severity)
if(1.0) del src
if(2.0)
if (prob(50)) del src
if (my_effect.trigger == "force") src.Artifact_Activate()
if (my_effect.trigger == "heat") src.Artifact_Activate()
if(3.0)
if (my_effect.trigger == "force") src.Artifact_Activate()
if (my_effect.trigger == "heat") src.Artifact_Activate()
return
/obj/machinery/artifact/temperature_expose(null, temp, volume)
if (my_effect.trigger == "heat") src.Artifact_Activate()
/obj/machinery/artifact/process()
if (!src.activated)
return
if (chargetime > 0)
chargetime -= 1
else
src.charged = 1
my_effect.HaltEffect(src.loc)
my_effect.UpdateEffect(src.loc)
//activate
if(src.charged && my_effect.DoEffect(src))
src.charged = 0
src.chargetime = src.recharge
/obj/machinery/artifact/proc/Artifact_Activate()
src.activated = !src.activated
var/display_msg = ""
switch(rand(1))
if(0)
display_msg = "momentarily glows brightly!"
if(1)
display_msg = "distorts slightly for a moment!"
if(2)
display_msg = "makes a slightly clicking noise!"
if(3)
display_msg = "flickers slightly!"
if(3)
display_msg = "vibrates!"
for(var/mob/O in viewers(src, null))
O.show_message(text("<b>[]</b> [display_msg]", src), 1)
/obj/machinery/artifact/proc/Artifact_Contact(var/mob/user as mob)
// Trigger Code
if (istype (user,/mob/living/carbon/) && my_effect.trigger == "touch" && !src.activated) src.Artifact_Activate()
else if (my_effect.trigger != "touch" && !src.activated) user << "Nothing happens."
if (my_effect.effectmode == "contact" && src.activated && src.charged)
my_effect.DoEffect(src)
src.charged = 0
src.chargetime = src.recharge
// this was used in QM for a time but it fell into disuse and wasn't removed, the purpose being to check if an artifact
// was benevolent or malicious, to determine whether QMs would be paid or punished for shipping it
/proc/artifact_checkgood(var/datum/artifact_effect/A)
switch(A.effecttype)
if("healing") return 1
if("injure") return 0
if("stun") return 0
if("roboheal") return 1
if("robohurt") return 0
if("cellcharge") return 1
if("celldrain") return 1
if("planthelper") return 1
if("forcefield") return 1
if("teleport") return 0