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https://github.com/CHOMPStation2/CHOMPStation2.git
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Comments for lighting: Like sd_DAL (what we used to use), it changes the shading overlays of areas by splitting each type of area into sub-areas by using the var/tag variable and moving turfs into the contents list of the correct sub-area. Unlike sd_DAL however it uses a queueing system. Everytime we call a change to opacity or luminosity (through SetOpacity() or SetLuminosity()) we are simply updating variables and scheduling certain lights/turfs for an update. Actual updates are handled periodically by the lighting_controller. This carries additional overheads, however it means that each thing is changed only once per lighting_controller.processing_interval ticks. Allowing for greater control over how much priority we'd like lighting updates to have. It also makes it possible for us to simply delay updates by setting lighting_controller.processing = 0 at say, the start of a large explosion, waiting for it to finish, and then turning it back on with lighting_controller.processing = 1. Unlike our old system there is a hardcoded maximum luminosity. This is to discourage coders using large luminosity values for dynamic lighting, as the cost of lighting grows rapidly at large luminosity levels (especially when changing opacity at runtime) Also, in order for the queueing system to work, each light remembers the effect it casts on each turf. This is going to have larger memory requirements than our previous system but hopefully it's worth the hassle for the greater control we gain. Besides, there are far far worse uses of needless lists in the game, it'd be worth pruning some of them to offset costs. Known Issues/TODO: admin-spawned turfs will have broken lumcounts. Not willing to fix it at this moment mob luminosity will be lower than expected when one of multiple light sources is dropped after exceeding the maximum luminosity Shuttles still do not have support for dynamic lighting (I hope to fix this at some point) No directional lighting support. Fairly easy to add this and the code is ready. When opening airlocks etc, lighting does not always update to account for the change in opacity. Explosions now cause lighting to cease processing temporarily. Moved controller datums to the code/controllers directory. I plan on standardising them. "Master","Ticker","Lighting","Air","Jobs","Sun","Radio","Supply Shuttle","Emergency Shuttle","Configuration","pAI" controller datums can be accessed via the debug controller verb (used to be the debug master controller verb) Supply shuttle now uses a controller datum. Shuttles tend to arrive up to 30 seconds late, this is not a bug. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4537 316c924e-a436-60f5-8080-3fe189b3f50e
541 lines
14 KiB
Plaintext
541 lines
14 KiB
Plaintext
//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:33
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var/global/list/uneatable = list(
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/turf/space,
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/obj/effect/overlay
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)
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/obj/machinery/singularity/
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name = "Gravitational Singularity"
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desc = "A Gravitational Singularity."
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icon = 'icons/obj/singularity.dmi'
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icon_state = "singularity_s1"
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anchored = 1
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density = 1
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layer = 6
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luminosity = 6
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unacidable = 1 //Don't comment this out.
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use_power = 0
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var/current_size = 1
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var/allowed_size = 1
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var/contained = 1 //Are we going to move around?
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var/energy = 100 //How strong are we?
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var/dissipate = 1 //Do we lose energy over time?
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var/dissipate_delay = 10
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var/dissipate_track = 0
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var/dissipate_strength = 1 //How much energy do we lose?
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var/move_self = 1 //Do we move on our own?
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var/grav_pull = 4 //How many tiles out do we pull?
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var/consume_range = 0 //How many tiles out do we eat
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var/event_chance = 15 //Prob for event each tick
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var/target = null //its target. moves towards the target if it has one
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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
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var/teleport_del = 0
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var/last_warning
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/obj/machinery/singularity/New(loc, var/starting_energy = 50, var/temp = 0)
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//CARN: admin-alert for chuckle-fuckery.
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last_warning = world.time
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var/count = 0
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for(var/obj/machinery/containment_field/CF in world)
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count = 1
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break
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if(!count) message_admins("A singulo has been created without containment fields active ([x],[y],[z])",1)
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investigate_log("was created. [count?"":"<font color='red'>No containment fields were active</font>"]","singulo")
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src.energy = starting_energy
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if(temp)
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spawn(temp)
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del(src)
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..()
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for(var/obj/machinery/singularity_beacon/singubeacon in world)
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if(singubeacon.active)
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target = singubeacon
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break
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return
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/obj/machinery/singularity/Del()
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//Could have it do something bad when this happens, explode/implode or something
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..()
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/obj/machinery/singularity/attack_hand(mob/user as mob)
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consume(user)
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return 1
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/obj/machinery/singularity/blob_act(severity)
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return
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/obj/machinery/singularity/ex_act(severity)
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switch(severity)
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if(1.0)
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if(prob(25))
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del(src)
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return
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else
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energy += 50
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if(2.0 to 3.0)
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energy += round((rand(20,60)/2),1)
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return
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return
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/obj/machinery/singularity/Bump(atom/A)
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consume(A)
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return
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/obj/machinery/singularity/Bumped(atom/A)
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consume(A)
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return
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/obj/machinery/singularity/process()
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eat()
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dissipate()
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check_energy()
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if(current_size >= 3)
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move()
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if(current_size <= 7)
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pulse()
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if(current_size >= 5)
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if(prob(event_chance))//Chance for it to run a special event TODO:Come up with one or two more that fit
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event()
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return
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/obj/machinery/singularity/attack_ai() //to prevent ais from gibbing themselves when they click on one.
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return
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/obj/machinery/singularity/proc/dissipate()
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if(!dissipate)
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return
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if(dissipate_track >= dissipate_delay)
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src.energy -= dissipate_strength
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dissipate_track = 0
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else
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dissipate_track++
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/obj/machinery/singularity/proc/expand(var/force_size = 0)
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var/temp_allowed_size = src.allowed_size
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if(force_size)
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temp_allowed_size = force_size
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switch(temp_allowed_size)
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if(1)
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current_size = 1
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icon = 'icons/obj/singularity.dmi'
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icon_state = "singularity_s1"
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pixel_x = 0
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pixel_y = 0
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grav_pull = 4
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consume_range = 0
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dissipate_delay = 10
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dissipate_track = 0
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dissipate_strength = 1
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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
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current_size = 3
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icon = 'icons/effects/96x96.dmi'
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icon_state = "singularity_s3"
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pixel_x = -32
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pixel_y = -32
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grav_pull = 6
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consume_range = 1
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dissipate_delay = 5
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dissipate_track = 0
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dissipate_strength = 5
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if(5)
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if((check_turfs_in(1,2))&&(check_turfs_in(2,2))&&(check_turfs_in(4,2))&&(check_turfs_in(8,2)))
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current_size = 5
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icon = 'icons/effects/160x160.dmi'
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icon_state = "singularity_s5"
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pixel_x = -64
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pixel_y = -64
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grav_pull = 8
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consume_range = 2
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dissipate_delay = 4
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dissipate_track = 0
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dissipate_strength = 20
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if(7)
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if((check_turfs_in(1,3))&&(check_turfs_in(2,3))&&(check_turfs_in(4,3))&&(check_turfs_in(8,3)))
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current_size = 7
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icon = 'icons/effects/224x224.dmi'
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icon_state = "singularity_s7"
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pixel_x = -96
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pixel_y = -96
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grav_pull = 10
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consume_range = 3
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dissipate_delay = 10
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dissipate_track = 0
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dissipate_strength = 10
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if(9)//this one also lacks a check for gens because it eats everything
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current_size = 9
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icon = 'icons/effects/288x288.dmi'
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icon_state = "singularity_s9"
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pixel_x = -128
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pixel_y = -128
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grav_pull = 10
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consume_range = 4
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dissipate = 0 //It cant go smaller due to e loss
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if(current_size == allowed_size)
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investigate_log("<font color='red'>grew to size [current_size]</font>","singulo")
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return 1
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else if(current_size < (--temp_allowed_size))
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expand(temp_allowed_size)
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else
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return 0
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/obj/machinery/singularity/proc/check_energy()
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if(energy <= 0)
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del(src)
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return 0
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switch(energy)//Some of these numbers might need to be changed up later -Mport
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if(1 to 199)
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allowed_size = 1
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if(200 to 499)
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allowed_size = 3
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if(500 to 999)
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allowed_size = 5
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if(1000 to 1999)
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allowed_size = 7
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if(2000 to INFINITY)
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allowed_size = 9
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if(current_size != allowed_size)
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expand()
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return 1
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/obj/machinery/singularity/proc/eat()
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set background = 1
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if(defer_powernet_rebuild != 2)
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defer_powernet_rebuild = 1
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for(var/atom/movable/X in orange(consume_range,src))
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consume(X)
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for(var/turf/X in orange(consume_range,src))
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consume(X)
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for(var/atom/movable/X in orange(grav_pull,src))
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if(is_type_in_list(X, uneatable)) continue
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if(((X) &&(!X:anchored) && (!istype(X,/mob/living/carbon/human)))|| (src.current_size >= 9))
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step_towards(X,src)
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else if(istype(X,/mob/living/carbon/human))
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var/mob/living/carbon/human/H = X
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if(istype(H.shoes,/obj/item/clothing/shoes/magboots))
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var/obj/item/clothing/shoes/magboots/M = H.shoes
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if(M.magpulse)
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continue
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step_towards(H,src)
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if(defer_powernet_rebuild != 2)
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defer_powernet_rebuild = 0
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return
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/obj/machinery/singularity/proc/consume(var/atom/A)
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var/gain = 0
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if(is_type_in_list(A, uneatable))
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return 0
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if (istype(A,/mob/living))//Mobs get gibbed
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gain = 20
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if(istype(A,/mob/living/carbon/human))
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if(A:mind)
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if((A:mind:assigned_role == "Station Engineer") || (A:mind:assigned_role == "Chief Engineer") )
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gain = 100
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spawn()
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A:gib()
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sleep(1)
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else if(istype(A,/obj/))
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if (istype(A,/obj/item/weapon/storage/backpack/holding))
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var/dist = max((current_size - 2),1)
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explosion(src.loc,(dist),(dist*2),(dist*4))
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return
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if(istype(A, /obj/machinery/singularity))//Welp now you did it
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var/obj/machinery/singularity/S = A
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src.energy += (S.energy/2)//Absorb most of it
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del(S)
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var/dist = max((current_size - 2),1)
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explosion(src.loc,(dist),(dist*2),(dist*4))
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return//Quits here, the obj should be gone, hell we might be
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if((teleport_del) && (!istype(A, /obj/machinery)))//Going to see if it does not lag less to tele items over to Z 2
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var/obj/O = A
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O.x = 2
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O.y = 2
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O.z = 2
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else
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A:ex_act(1.0)
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if(A) del(A)
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gain = 2
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else if(isturf(A))
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var/turf/T = A
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if(T.intact)
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for(var/obj/O in T.contents)
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if(O.level != 1)
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continue
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if(O.invisibility == 101)
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src.consume(O)
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T.ReplaceWithSpace()
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gain = 2
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src.energy += gain
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return
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/obj/machinery/singularity/proc/move(var/movement_dir = 0)
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if(!move_self)
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return 0
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if(target && prob(60))
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movement_dir = get_dir(src,target) //moves to a singulo beacon, if there is one
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else if(!(movement_dir in cardinal))
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movement_dir = pick(NORTH, SOUTH, EAST, WEST)
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if(movement_dir == last_failed_movement)
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var/list/L = new/list(NORTH, SOUTH, EAST, WEST)
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L.Remove(last_failed_movement)
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movement_dir = pick(L)
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if(current_size >= 9)//The superlarge one does not care about things in its way
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spawn(0)
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step(src, movement_dir)
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spawn(1)
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step(src, movement_dir)
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return 1
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else if(check_turfs_in(movement_dir))
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last_failed_movement = 0//Reset this because we moved
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spawn(0)
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step(src, movement_dir)
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return 1
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else
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last_failed_movement = movement_dir
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return 0
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/obj/machinery/singularity/proc/check_turfs_in(var/direction = 0, var/step = 0)
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if(!direction)
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return 0
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var/steps = 0
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if(!step)
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switch(current_size)
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if(1)
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steps = 1
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if(3)
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steps = 3//Yes this is right
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if(5)
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steps = 3
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if(7)
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steps = 4
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if(9)
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steps = 5
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else
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steps = step
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var/list/turfs = list()
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var/turf/T = src.loc
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for(var/i = 1 to steps)
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T = get_step(T,direction)
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if(!isturf(T))
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return 0
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turfs.Add(T)
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var/dir2 = 0
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var/dir3 = 0
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switch(direction)
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if(NORTH||SOUTH)
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dir2 = 4
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dir3 = 8
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if(EAST||WEST)
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dir2 = 1
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dir3 = 2
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var/turf/T2 = T
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for(var/j = 1 to steps)
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T2 = get_step(T2,dir2)
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if(!isturf(T2))
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return 0
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turfs.Add(T2)
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for(var/k = 1 to steps)
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T = get_step(T,dir3)
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if(!isturf(T))
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return 0
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turfs.Add(T)
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for(var/turf/T3 in turfs)
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if(isnull(T3))
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continue
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if(!can_move(T3))
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return 0
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return 1
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/obj/machinery/singularity/proc/can_move(var/turf/T)
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if(!T)
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return 0
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if((locate(/obj/machinery/containment_field) in T)||(locate(/obj/machinery/shieldwall) in T))
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return 0
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else if(locate(/obj/machinery/field_generator) in T)
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var/obj/machinery/field_generator/G = locate(/obj/machinery/field_generator) in T
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if(G && G.active)
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return 0
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else if(locate(/obj/machinery/shieldwallgen) in T)
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var/obj/machinery/shieldwallgen/S = locate(/obj/machinery/shieldwallgen) in T
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if(S && S.active)
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return 0
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return 1
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/obj/machinery/singularity/proc/event()
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var/numb = pick(1,2,3,4,5,6)
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switch(numb)
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if(1)//EMP
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emp_area()
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if(2,3)//tox damage all carbon mobs in area
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toxmob()
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if(4)//Stun mobs who lack optic scanners
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mezzer()
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else
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return 0
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return 1
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/obj/machinery/singularity/proc/toxmob()
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var/toxrange = 10
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var/toxdamage = 4
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var/radiation = 15
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var/radiationmin = 3
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if (src.energy>200)
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toxdamage = round(((src.energy-150)/50)*4,1)
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radiation = round(((src.energy-150)/50)*5,1)
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radiationmin = round((radiation/5),1)//
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for(var/mob/living/M in view(toxrange, src.loc))
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if(istype(M,/mob/living/))
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M.apply_effect(rand(radiationmin,radiation), IRRADIATE)
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toxdamage = (toxdamage - (toxdamage*M.getarmor(null, "rad")))
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M.apply_effect(toxdamage, TOX)
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return
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/obj/machinery/singularity/proc/mezzer()
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for(var/mob/living/carbon/M in oviewers(8, src))
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if(istype(M,/mob/living/carbon/human) && M.stat == CONSCIOUS)
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if(istype(M:glasses,/obj/item/clothing/glasses/meson))
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M << "\blue You look directly into The [src.name], good thing you had your protective eyewear on!"
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return
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M << "\red You look directly into The [src.name] and feel weak."
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M.apply_effect(3, STUN)
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for(var/mob/O in viewers(M, null))
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O.show_message(text("\red <B>[] stares blankly at The []!</B>", M, src), 1)
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return
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/obj/machinery/singularity/proc/emp_area()
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empulse(src, 8, 10)
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return
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/obj/machinery/singularity/proc/pulse()
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for(var/obj/machinery/power/rad_collector/R in orange(15,src))
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if(istype(R,/obj/machinery/power/rad_collector))
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R.receive_pulse(energy)
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return
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/obj/machinery/singularity/narsie //Moving narsie to a child object of the singularity so it can be made to function differently. --NEO
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name = "Nar-Sie"
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desc = "Your mind begins to bubble and ooze as it tries to comprehend what it sees."
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icon = 'icons/obj/magic_terror.dmi'
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pixel_x = -89
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pixel_y = -85
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current_size = 9 //It moves/eats like a max-size singulo, aside from range. --NEO
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contained = 0 //Are we going to move around?
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dissipate = 0 //Do we lose energy over time?
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move_self = 1 //Do we move on our own?
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grav_pull = 10 //How many tiles out do we pull?
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consume_range = 3 //How many tiles out do we eat
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/obj/machinery/singularity/narsie/process()
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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
|
|
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
|
|
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
|
|
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/movable/X in orange(consume_range,src))
|
|
consume(X)
|
|
for(var/turf/X in orange(consume_range,src))
|
|
consume(X)
|
|
if(defer_powernet_rebuild != 2)
|
|
defer_powernet_rebuild = 0
|
|
return
|