Files
CHOMPStation2/code/modules/power/singularity/singularity.dm
giacomand@gmail.com 28fbd01e7f -Added a new, and admin spawnable only, machine which can turn humans into Cyborgs. Probably can be used for Robot Uprising events. The human has to be lying down and alive to be Borged. When spawned a conveyor belt will spawn on the left and right side too.
-Reduced the duration of the flare. I think putting it in process() made it last longer.

-Added some null checks in camera chunks.

-Large NarSie now force calls the shuttle and displays a threatening warning message.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4915 316c924e-a436-60f5-8080-3fe189b3f50e
2012-10-20 02:13:40 +00:00

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//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:33
var/global/list/uneatable = list(
/turf/space,
/obj/effect/overlay
)
/obj/machinery/singularity/
name = "Gravitational Singularity"
desc = "A Gravitational Singularity."
icon = 'icons/obj/singularity.dmi'
icon_state = "singularity_s1"
anchored = 1
density = 1
layer = 6
luminosity = 6
unacidable = 1 //Don't comment this out.
use_power = 0
var/current_size = 1
var/allowed_size = 1
var/contained = 1 //Are we going to move around?
var/energy = 100 //How strong are we?
var/dissipate = 1 //Do we lose energy over time?
var/dissipate_delay = 10
var/dissipate_track = 0
var/dissipate_strength = 1 //How much energy do we lose?
var/move_self = 1 //Do we move on our own?
var/grav_pull = 4 //How many tiles out do we pull?
var/consume_range = 0 //How many tiles out do we eat
var/event_chance = 15 //Prob for event each tick
var/target = null //its target. moves towards the target if it has one
var/last_failed_movement = 0//Will not move in the same dir if it couldnt before, will help with the getting stuck on fields thing
var/teleport_del = 0
var/last_warning
/obj/machinery/singularity/New(loc, var/starting_energy = 50, var/temp = 0)
//CARN: admin-alert for chuckle-fuckery.
admin_investigate_setup()
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
/obj/machinery/singularity/Del()
//Could have it do something bad when this happens, explode/implode or something
..()
/obj/machinery/singularity/attack_hand(mob/user as mob)
consume(user)
return 1
/obj/machinery/singularity/blob_act(severity)
return
/obj/machinery/singularity/ex_act(severity)
switch(severity)
if(1.0)
if(prob(25))
del(src)
return
else
energy += 50
if(2.0 to 3.0)
energy += round((rand(20,60)/2),1)
return
return
/obj/machinery/singularity/Bump(atom/A)
consume(A)
return
/obj/machinery/singularity/Bumped(atom/A)
consume(A)
return
/obj/machinery/singularity/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
/obj/machinery/singularity/attack_ai() //to prevent ais from gibbing themselves when they click on one.
return
/obj/machinery/singularity/proc/admin_investigate_setup()
last_warning = world.time
var/count = locate(/obj/machinery/containment_field) in orange(30, src)
if(!count) message_admins("A singulo has been created without containment fields active ([x],[y],[z])",1)
investigate_log("was created. [count?"":"<font color='red'>No containment fields were active</font>"]","singulo")
/obj/machinery/singularity/proc/dissipate()
if(!dissipate)
return
if(dissipate_track >= dissipate_delay)
src.energy -= dissipate_strength
dissipate_track = 0
else
dissipate_track++
/obj/machinery/singularity/proc/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 = 'icons/obj/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 = 'icons/effects/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 = 'icons/effects/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 = 'icons/effects/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 = 'icons/effects/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)
investigate_log("<font color='red'>grew to size [current_size]</font>","singulo")
return 1
else if(current_size < (--temp_allowed_size))
expand(temp_allowed_size)
else
return 0
/obj/machinery/singularity/proc/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
/obj/machinery/singularity/proc/eat()
set background = 1
if(defer_powernet_rebuild != 2)
defer_powernet_rebuild = 1
// Let's just make this one loop.
for(var/atom/X in orange(grav_pull,src))
var/dist = get_dist(X, src)
// Movable atoms only
if(dist > consume_range && istype(X, /atom/movable))
if(is_type_in_list(X, uneatable)) continue
if(((X) &&(!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)
// Turf and movable atoms
else if(dist <= consume_range && (isturf(X) || istype(X, /atom/movable)))
consume(X)
if(defer_powernet_rebuild != 2)
defer_powernet_rebuild = 0
return
/obj/machinery/singularity/proc/consume(var/atom/A)
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))
var/mob/living/carbon/human/H = A
if(H.mind)
if((H.mind.assigned_role == "Station Engineer") || (H.mind.assigned_role == "Chief Engineer") )
gain = 100
if(H.mind.assigned_role == "Clown")
gain = rand(-300, 300) // HONK
spawn()
A:gib()
sleep(1)
else if(istype(A,/obj/))
if (istype(A,/obj/item/weapon/storage/backpack/holding))
var/dist = max((current_size - 2),1)
explosion(src.loc,(dist),(dist*2),(dist*4))
return
if(istype(A, /obj/machinery/singularity))//Welp now you did it
var/obj/machinery/singularity/S = A
src.energy += (S.energy/2)//Absorb most of it
del(S)
var/dist = max((current_size - 2),1)
explosion(src.loc,(dist),(dist*2),(dist*4))
return//Quits here, the obj should be gone, hell we might be
if((teleport_del) && (!istype(A, /obj/machinery)))//Going to see if it does not lag less to tele items over to Z 2
var/obj/O = A
O.x = 2
O.y = 2
O.z = 2
else
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)
T.ReplaceWithSpace()
gain = 2
src.energy += gain
return
/obj/machinery/singularity/proc/move(var/movement_dir = 0)
if(!move_self)
return 0
if(target && prob(60))
movement_dir = get_dir(src,target) //moves to a singulo beacon, if there is one
else if(!(movement_dir in cardinal))
movement_dir = pick(NORTH, SOUTH, EAST, WEST)
if(movement_dir == last_failed_movement)
var/list/L = new/list(NORTH, SOUTH, EAST, WEST)
L.Remove(last_failed_movement)
movement_dir = pick(L)
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))
last_failed_movement = 0//Reset this because we moved
spawn(0)
step(src, movement_dir)
return 1
else
last_failed_movement = movement_dir
return 0
/obj/machinery/singularity/proc/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
/obj/machinery/singularity/proc/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
/obj/machinery/singularity/proc/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
/obj/machinery/singularity/proc/toxmob()
var/toxrange = 10
var/toxdamage = 4
var/radiation = 15
var/radiationmin = 3
if (src.energy>200)
toxdamage = round(((src.energy-150)/50)*4,1)
radiation = round(((src.energy-150)/50)*5,1)
radiationmin = round((radiation/5),1)//
for(var/mob/living/M in view(toxrange, src.loc))
if(istype(M,/mob/living/))
M.apply_effect(rand(radiationmin,radiation), IRRADIATE)
toxdamage = (toxdamage - (toxdamage*M.getarmor(null, "rad")))
M.apply_effect(toxdamage, TOX)
return
/obj/machinery/singularity/proc/mezzer()
for(var/mob/living/carbon/M in oviewers(8, src))
if(istype(M,/mob/living/carbon/human) && M.stat == CONSCIOUS)
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."
M.apply_effect(3, STUN)
for(var/mob/O in viewers(M, null))
O.show_message(text("\red <B>[] stares blankly at The []!</B>", M, src), 1)
return
/obj/machinery/singularity/proc/emp_area()
empulse(src, 8, 10)
return
/obj/machinery/singularity/proc/pulse()
for(var/obj/machinery/power/rad_collector/R in rad_collectors)
if(get_dist(R, src) <= 15) // Better than using orange() every process
R.receive_pulse(energy)
return
/obj/machinery/singularity/narsie //Moving narsie to a child object of the singularity so it can be made to function differently. --NEO
name = "Nar-Sie"
desc = "Your mind begins to bubble and ooze as it tries to comprehend what it sees."
icon = 'icons/obj/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
/obj/machinery/singularity/narsie/large
name = "Nar-Sie"
icon = 'icons/obj/narsie.dmi'
// Pixel stuff centers Narsie.
pixel_x = -236
pixel_y = -256
current_size = 12
move_self = 1 //Do we move on our own?
consume_range = 12 //How many tiles out do we eat
/obj/machinery/singularity/narsie/large/New()
..()
world << "<font size='28' color='red'><b>NAR-SIE HAS RISEN</b></font>"
if(emergency_shuttle)
emergency_shuttle.incall(0.5) // Cannot recall
/obj/machinery/singularity/narsie/process()
eat()
if(!target || prob(5))
pickcultist()
move()
if(prob(25))
mezzer()
/obj/machinery/singularity/narsie/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
/obj/machinery/singularity/narsie/ex_act() //No throwing bombs at it either. --NEO
return
/obj/machinery/singularity/narsie/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
var/turf/pos = get_turf(cult_nh_mind.current)
if(pos.z != src.z)
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 living_mob_list)
if(food.stat)
continue
var/turf/pos = get_turf(food)
if(pos.z != src.z)
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 player_list)
if(!ghost.client)
continue
var/turf/pos = get_turf(ghost)
if(pos.z != src.z)
continue
cultists += ghost
if(cultists.len)
acquire(pick(cultists))
return
//no living humans, follow a ghost instead.
/obj/machinery/singularity/narsie/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>"
//Wizard narsie
/obj/machinery/singularity/narsie/wizard
grav_pull = 0
/obj/machinery/singularity/narsie/wizard/eat()
set background = 1
if(defer_powernet_rebuild != 2)
defer_powernet_rebuild = 1
for(var/atom/X in orange(consume_range,src))
if(isturf(X) || istype(X, /atom/movable))
consume(X)
if(defer_powernet_rebuild != 2)
defer_powernet_rebuild = 0
return