mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-10 10:12:45 +00:00
Remains of player blob axed. blob_act() axed. Blob now has an arbitary set of things it can attack. It will flow over everything else. Blob has an awful tendency to destroy non-craftables. Will test more tomorrow. Blob will now attack mechs. Fixes #8106. Fixes #10705.
494 lines
15 KiB
Plaintext
494 lines
15 KiB
Plaintext
//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:33
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/obj/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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light_range = 6
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unacidable = 1 //Don't comment this out.
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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/last_warning
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var/chained = 0//Adminbus chain-grab
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/obj/singularity/New(loc, var/starting_energy = 50, var/temp = 0)
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//CARN: admin-alert for chuckle-fuckery.
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admin_investigate_setup()
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energy = starting_energy
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if (temp)
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spawn (temp)
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qdel(src)
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..()
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processing_objects += src
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for(var/obj/machinery/power/singularity_beacon/singubeacon in machines)
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if(singubeacon.active)
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target = singubeacon
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break
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/obj/singularity/Destroy()
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processing_objects -= src
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..()
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/obj/singularity/attack_hand(mob/user as mob)
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consume(user)
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return 1
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/obj/singularity/ex_act(severity)
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if(current_size == STAGE_SUPER)//IT'S UNSTOPPABLE
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return
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switch(severity)
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if(1.0)
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if(prob(25))
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investigate_log("has been destroyed by an explosion.", I_SINGULO)
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qdel(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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/obj/singularity/bullet_act(obj/item/projectile/P)
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return 0 //Will there be an impact? Who knows. Will we see it? No.
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/obj/singularity/Bump(atom/A)
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consume(A)
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/obj/singularity/Bumped(atom/A)
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consume(A)
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/obj/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 >= STAGE_THREE)
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move()
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pulse()
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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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/obj/singularity/attack_ai() //To prevent ais from gibbing themselves when they click on one.
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return
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/obj/singularity/proc/admin_investigate_setup()
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last_warning = world.time
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var/count = locate(/obj/machinery/containment_field) in orange(30, src)
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if (!count)
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message_admins("A singulo has been created without containment fields active ([x], [y], [z] - <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[x];Y=[y];Z=[z]'>JMP</a>).")
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investigate_log("was created. [count ? "" : "<font color='red'>No containment fields were active.</font>"]", I_SINGULO)
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/obj/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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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/singularity/proc/expand(var/force_size = 0, var/growing = 1)
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if(current_size == STAGE_SUPER)//if this is happening, this is an error
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message_admins("expand() was called on a super singulo. This should not happen. Contact a coder immediately!")
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return
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var/temp_allowed_size = 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 (STAGE_ONE)
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name = "gravitational singularity"
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desc = "A gravitational singularity."
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current_size = STAGE_ONE
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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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overlays = 0
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if(chained)
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overlays = "chain_s1"
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visible_message("<span class='notice'>The singularity has shrunk to a rather pitiful size.</span>")
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if (STAGE_TWO) //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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name = "gravitational singularity"
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desc = "A gravitational singularity."
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current_size = STAGE_TWO
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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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overlays = 0
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if(chained)
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overlays = "chain_s3"
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if(growing)
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visible_message("<span class='notice'>The singularity noticeably grows in size.</span>")
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else
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visible_message("<span class='notice'>The singularity has shrunk to a less powerful size.</span>")
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if (STAGE_THREE)
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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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name = "gravitational singularity"
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desc = "A gravitational singularity."
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current_size = STAGE_THREE
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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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overlays = 0
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if(chained)
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overlays = "chain_s5"
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if(growing)
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visible_message("<span class='notice'>The singularity expands to a reasonable size.</span>")
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else
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visible_message("<span class='notice'>The singularity has returned to a safe size.</span>")
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if(STAGE_FOUR)
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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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name = "gravitational singularity"
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desc = "A gravitational singularity."
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current_size = STAGE_FOUR
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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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overlays = 0
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if(chained)
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overlays = "chain_s7"
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if(growing)
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visible_message("<span class='warning'>The singularity expands to a dangerous size.</span>")
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else
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visible_message("<span class='notice'>Miraculously, the singularity reduces in size, and can be contained.</span>")
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if(STAGE_FIVE) //This one also lacks a check for gens because it eats everything.
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name = "gravitational singularity"
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desc = "A gravitational singularity."
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current_size = STAGE_FIVE
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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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overlays = 0
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if(chained)
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overlays = "chain_s9"
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if(growing)
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visible_message("<span class='danger'><font size='2'>The singularity has grown out of control!</font></span>")
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else
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visible_message("<span class='warning'>The singularity miraculously reduces in size and loses its supermatter properties.</span>")
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if(STAGE_SUPER)//SUPERSINGULO
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name = "super gravitational singularity"
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desc = "A gravitational singularity with the properties of supermatter. <b>It has the power to destroy worlds.</b>"
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current_size = STAGE_SUPER
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icon = 'icons/effects/352x352.dmi'
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icon_state = "singularity_s11"//uh, whoever drew that, you know that black holes are supposed to look dark right? What's this, the clown's singulo?
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pixel_x = -160
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pixel_y = -160
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grav_pull = 16
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consume_range = 5
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dissipate = 0 //It cant go smaller due to e loss
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event_chance = 25 //Events will fire off more often.
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if(chained)
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overlays = "chain_s9"
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visible_message("<span class='sinister'><font size='3'>You witness the creation of a destructive force that cannot possibly be stopped by human hands.</font></span>")
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if (current_size == allowed_size)
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investigate_log("<font color='red'>grew to size [current_size].</font>", I_SINGULO)
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return 1
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else if (current_size < (--temp_allowed_size) && current_size != STAGE_SUPER)
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expand(temp_allowed_size)
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else
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return 0
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/obj/singularity/proc/check_energy()
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if (energy <= 0)
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investigate_log("collapsed.", I_SINGULO)
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qdel(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 = STAGE_ONE
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if (200 to 499)
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allowed_size = STAGE_TWO
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if (500 to 999)
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allowed_size = STAGE_THREE
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if (1000 to 1999)
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allowed_size = STAGE_FOUR
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if(2000 to 49999)
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allowed_size = STAGE_FIVE
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if(50000 to INFINITY)
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allowed_size = STAGE_SUPER
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if (current_size != allowed_size && current_size != STAGE_SUPER)
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expand(null, current_size > allowed_size)
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return 1
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/obj/singularity/proc/eat()
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for(var/atom/X in orange(grav_pull, src))
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var/dist = get_dist(X, src)
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var/obj/singularity/S = src
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if(!istype(src))
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return
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if(dist > consume_range)
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X.singularity_pull(S, current_size)
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else if(dist <= consume_range)
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consume(X)
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//for (var/turf/T in trange(grav_pull, src)) //TODO: Create a similar trange for orange to prevent snowflake of self check.
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// consume(T)
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return
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/obj/singularity/proc/consume(const/atom/A)
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src.energy += A.singularity_act(src, current_size)
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return
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/obj/singularity/proc/move(var/force_move = 0)
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if(!move_self)
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return 0
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var/movement_dir = pick(alldirs - last_failed_movement)
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if(force_move)
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movement_dir = force_move
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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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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/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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if(11)
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steps = 6
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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/singularity/proc/can_move(const/turf/T)
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if (!isturf(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/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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if(current_size == 11)
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smwave()
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return 1
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/obj/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(M.status_flags & GODMODE)
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continue
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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/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/brain)) //Ignore brains
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continue
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if(M.status_flags & GODMODE)
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continue
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if(M.stat == CONSCIOUS)
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if (istype(M,/mob/living/carbon/human))
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var/mob/living/carbon/human/H = M
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if(istype(H.glasses,/obj/item/clothing/glasses/meson) && current_size != 11)
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H << "<span class=\"notice\">You look directly into The [src.name], good thing you had your protective eyewear on!</span>"
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return
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else
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H << "<span class=\"warning\">You look directly into The [src.name], but your eyewear does absolutely nothing to protect you from it!</span>"
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M << "<span class='danger'>You look directly into The [src.name] and feel [current_size == 11 ? "helpless" : "weak"].</span>"
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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("<span class='danger'>[] stares blankly at The []!</span>", M, src), 1)
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/obj/singularity/proc/emp_area()
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if(current_size != 11)
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empulse(src, 8, 10)
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else
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empulse(src, 12, 16)
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/obj/singularity/proc/smwave()
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for(var/mob/living/M in view(10, src.loc))
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if(prob(67))
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M.apply_effect(rand(energy), IRRADIATE)
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M << "<span class=\"warning\">You hear an uneartly ringing, then what sounds like a shrilling kettle as you are washed with a wave of heat.</span>"
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M << "<span class=\"notice\">Miraculously, it fails to kill you.</span>"
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else
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M << "<span class=\"danger\">You hear an uneartly ringing, then what sounds like a shrilling kettle as you are washed with a wave of heat.</span>"
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M << "<span class=\"danger\">You don't even have a moment to react as you are reduced to ashes by the intense radiation.</span>"
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M.dust()
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return
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/obj/singularity/proc/pulse()
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for(var/obj/machinery/power/rad_collector/R in rad_collectors)
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if (get_dist(R, src) <= 15) //Better than using orange() every process.
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R.receive_pulse(energy)
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/obj/singularity/proc/on_capture()
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chained = 1
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overlays = 0
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move_self = 0
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switch (current_size)
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if(1)
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overlays += image('icons/obj/singularity.dmi',"chain_s1")
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if(3)
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overlays += image('icons/effects/96x96.dmi',"chain_s3")
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if(5)
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overlays += image('icons/effects/160x160.dmi',"chain_s5")
|
|
if(7)
|
|
overlays += image('icons/effects/224x224.dmi',"chain_s7")
|
|
if(9)
|
|
overlays += image('icons/effects/288x288.dmi',"chain_s9")
|
|
|
|
/obj/singularity/proc/on_release()
|
|
chained = 0
|
|
overlays = 0
|
|
move_self = 1
|
|
|
|
/obj/singularity/singularity_act(S, size)
|
|
if(current_size <= size)
|
|
var/gain = (energy/2)
|
|
var/dist = max((current_size - 2), 1)
|
|
explosion(src.loc,(dist),(dist*2),(dist*4))
|
|
spawn(0)
|
|
qdel(src)
|
|
return gain
|