mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-10 10:12:45 +00:00
422 lines
13 KiB
Plaintext
422 lines
13 KiB
Plaintext
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/*
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* Here there be the base component for artifacts.
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*/
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/atom/proc/is_anomalous()
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return (GetComponent(/datum/component/artifact_master))
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/atom/proc/become_anomalous()
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if(!is_anomalous())
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AddComponent(/datum/component/artifact_master)
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if(istype(src, /obj/item))
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var/obj/item/I = src
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LAZYINITLIST(I.origin_tech)
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if(prob(50))
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I.origin_tech[TECH_PRECURSOR] += 1
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else
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I.origin_tech[TECH_ARCANE] += 1
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var/rand_tech = pick(\
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TECH_MATERIAL,\
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TECH_ENGINEERING,\
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TECH_PHORON,\
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TECH_POWER,\
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TECH_BLUESPACE,\
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TECH_BIO,\
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TECH_COMBAT,\
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TECH_MAGNET,\
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TECH_DATA,\
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TECH_ILLEGAL\
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)
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LAZYSET(I.origin_tech, rand_tech, rand(4,7))
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/datum/component/artifact_master
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var/atom/holder
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var/list/my_effects
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dupe_type = /datum/component/artifact_master
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var/effect_generation_chance = 100
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var/list/make_effects
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var/artifact_id
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/datum/component/artifact_master/New()
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. = ..()
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holder = parent
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if(!holder)
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qdel(src)
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return
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my_effects = list()
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START_PROCESSING(SSobj, src)
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do_setup()
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return
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/*
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* Component System Registry.
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* Here be dragons.
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*/
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/datum/component/artifact_master/proc/DoRegistry()
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//Melee Hit
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RegisterSignal(holder, COMSIG_PARENT_ATTACKBY, /datum/component/artifact_master/proc/on_attackby, override = FALSE)
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//Explosions
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RegisterSignal(holder, COMSIG_ATOM_EX_ACT, /datum/component/artifact_master/proc/on_exact, override = FALSE)
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//Bullets
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RegisterSignal(holder, COMSIG_ATOM_BULLET_ACT, /datum/component/artifact_master/proc/on_bullet, override = FALSE)
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//Attackhand
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RegisterSignal(holder, COMSIG_ATOM_ATTACK_HAND, /datum/component/artifact_master/proc/on_attack_hand, override = FALSE)
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//Bumped / Bumping
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RegisterSignal(holder, COMSIG_MOVABLE_BUMP, /datum/component/artifact_master/proc/on_bump, override = FALSE)
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RegisterSignal(holder, COMSIG_ATOM_BUMPED, /datum/component/artifact_master/proc/on_bumped, override = FALSE)
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//Moved
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RegisterSignal(holder, COMSIG_MOVABLE_MOVED, /datum/component/artifact_master/proc/on_moved, override = FALSE)
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//Splashed with a reagent.
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RegisterSignal(holder, COMSIG_REAGENTS_TOUCH, /datum/component/artifact_master/proc/on_reagent, override = FALSE)
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/*
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*
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*/
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/datum/component/artifact_master/proc/get_active_effects()
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var/list/active_effects = list()
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for(var/datum/artifact_effect/my_effect in my_effects)
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if(my_effect.activated)
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active_effects |= my_effect
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return active_effects
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/datum/component/artifact_master/proc/add_effect()
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var/effect_type = input(usr, "What type do you want?", "Effect Type") as null|anything in subtypesof(/datum/artifact_effect)
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if(effect_type)
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var/datum/artifact_effect/my_effect = new effect_type(src)
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if(istype(holder, my_effect.req_type))
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my_effects += my_effect
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else
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to_chat(usr, "<span class='filter_notice'>This effect can not be applied to this atom type.</span>")
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qdel(my_effect)
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/datum/component/artifact_master/proc/remove_effect()
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var/to_remove_effect = input(usr, "What effect do you want to remove?", "Remove Effect") as null|anything in my_effects
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if(to_remove_effect)
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var/datum/artifact_effect/AE = to_remove_effect
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my_effects.Remove(to_remove_effect)
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qdel(AE)
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/datum/component/artifact_master/Destroy()
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holder = null
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for(var/datum/artifact_effect/AE in my_effects)
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AE.master = null
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qdel(AE)
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STOP_PROCESSING(SSobj,src)
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. = ..()
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/datum/component/artifact_master/proc/do_setup()
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if(LAZYLEN(make_effects))
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for(var/path in make_effects)
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var/datum/artifact_effect/new_effect = new path(src)
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if(istype(holder, new_effect.req_type))
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my_effects += new_effect
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else
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generate_effects()
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DoRegistry()
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/datum/component/artifact_master/proc/generate_effects()
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while(effect_generation_chance > 0)
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var/chosen_path = pick(subtypesof(/datum/artifact_effect))
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if(effect_generation_chance >= 100) // If we're above 100 percent, just cut a flat amount and add an effect.
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var/datum/artifact_effect/AE = new chosen_path(src)
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if(istype(holder, AE.req_type))
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my_effects += AE
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effect_generation_chance -= 30
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else
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AE.master = src
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qdel(AE)
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continue
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effect_generation_chance /= 2
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if(prob(effect_generation_chance)) // Otherwise, add effects as normal, with decreasing probability.
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my_effects += new chosen_path(src)
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effect_generation_chance = round(effect_generation_chance)
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/datum/component/artifact_master/proc/get_holder() // Returns the holder.
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return holder
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/datum/component/artifact_master/proc/get_primary()
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if(LAZYLEN(my_effects))
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return my_effects[1]
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return FALSE
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/*
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* Trigger code.
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*/
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/datum/component/artifact_master/proc/on_exact()
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var/severity = args[2]
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var/triggered = FALSE
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for(var/datum/artifact_effect/my_effect in my_effects)
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switch(severity)
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if(1.0)
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if(my_effect.trigger == TRIGGER_FORCE || my_effect.trigger == TRIGGER_HEAT || my_effect.trigger == TRIGGER_ENERGY)
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my_effect.ToggleActivate()
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triggered = TRUE
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if(2.0)
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if(my_effect.trigger == TRIGGER_FORCE || my_effect.trigger == TRIGGER_HEAT)
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my_effect.ToggleActivate()
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triggered = TRUE
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if(3.0)
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if (my_effect.trigger == TRIGGER_FORCE)
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my_effect.ToggleActivate()
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triggered = TRUE
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if(triggered)
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return COMPONENT_IGNORE_EXPLOSION
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return
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/datum/component/artifact_master/proc/on_bullet()
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var/obj/item/projectile/P = args[2]
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var/triggered = TRUE
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for(var/datum/artifact_effect/my_effect in my_effects)
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if(istype(P,/obj/item/projectile/bullet))
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if(my_effect.trigger == TRIGGER_FORCE)
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my_effect.ToggleActivate()
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triggered = TRUE
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else if(istype(P,/obj/item/projectile/beam) ||\
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istype(P,/obj/item/projectile/ion) ||\
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istype(P,/obj/item/projectile/energy))
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if(my_effect.trigger == TRIGGER_ENERGY)
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my_effect.ToggleActivate()
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triggered = TRUE
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if(triggered)
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return COMPONENT_CANCEL_ATTACK_CHAIN
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return
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/datum/component/artifact_master/proc/on_bump()
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var/atom/bumped = args[2]
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var/warn = FALSE
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for(var/datum/artifact_effect/my_effect in my_effects)
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if(istype(bumped,/obj))
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if(bumped:throwforce >= 10)
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if(my_effect.trigger == TRIGGER_FORCE)
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my_effect.ToggleActivate()
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else if(ishuman(bumped) && GetAnomalySusceptibility(bumped) >= 0.5)
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if (my_effect.trigger == TRIGGER_TOUCH && prob(50))
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my_effect.ToggleActivate()
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warn = 1
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if (my_effect.effect == EFFECT_TOUCH && prob(50))
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my_effect.DoEffectTouch(bumped)
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warn = 1
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if(warn && isliving(bumped))
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to_chat(bumped, "<span class='filter_notice'><b>You accidentally touch \the [holder] as it hits you.</b></span>")
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/datum/component/artifact_master/proc/on_bumped()
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var/atom/movable/M = args[2]
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var/warn = FALSE
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for(var/datum/artifact_effect/my_effect in my_effects)
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if(istype(M,/obj))
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if(M:throwforce >= 10)
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if(my_effect.trigger == TRIGGER_FORCE)
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my_effect.ToggleActivate()
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else if(ishuman(M) && !istype(M:gloves,/obj/item/clothing/gloves))
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if (my_effect.trigger == TRIGGER_TOUCH && prob(50))
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my_effect.ToggleActivate()
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warn = 1
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if (my_effect.effect == EFFECT_TOUCH && prob(50))
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my_effect.DoEffectTouch(M)
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warn = 1
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if(warn && isliving(M))
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to_chat(M, "<span class='filter_notice'><b>You accidentally touch \the [holder].</b></span>")
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/datum/component/artifact_master/proc/on_attack_hand()
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var/mob/living/user = args[2]
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if(!istype(user))
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return
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if (get_dist(user, holder) > 1)
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to_chat(user, "<span class='filter_notice'><font color='red'>You can't reach [holder] from here.</font></span>")
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return
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if(ishuman(user) && user:gloves)
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to_chat(user, "<span class='filter_notice'><b>You touch [holder]</b> with your gloved hands, [pick("but nothing of note happens","but nothing happens","but nothing interesting happens","but you notice nothing different","but nothing seems to have happened")].</span>")
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return
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var/triggered = FALSE
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for(var/datum/artifact_effect/my_effect in my_effects)
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if(my_effect.trigger == TRIGGER_TOUCH)
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triggered = TRUE
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my_effect.ToggleActivate()
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if (my_effect.effect == EFFECT_TOUCH)
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triggered = TRUE
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my_effect.DoEffectTouch(user)
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if(triggered)
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to_chat(user, "<span class='filter_notice'><b>You touch [holder].</b></span>")
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else
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to_chat(user, "<span class='filter_notice'><b>You touch [holder],</b> [pick("but nothing of note happens","but nothing happens","but nothing interesting happens","but you notice nothing different","but nothing seems to have happened")].</span>")
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/datum/component/artifact_master/proc/on_attackby()
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var/obj/item/weapon/W = args[2]
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for(var/datum/artifact_effect/my_effect in my_effects)
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if (istype(W, /obj/item/weapon/reagent_containers))
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if(W.reagents.has_reagent("hydrogen", 1) || W.reagents.has_reagent("water", 1))
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if(my_effect.trigger == TRIGGER_WATER)
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my_effect.ToggleActivate()
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else if(W.reagents.has_reagent("sacid", 1) || W.reagents.has_reagent("pacid", 1) || W.reagents.has_reagent("diethylamine", 1))
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if(my_effect.trigger == TRIGGER_ACID)
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my_effect.ToggleActivate()
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else if(W.reagents.has_reagent("phoron", 1) || W.reagents.has_reagent("thermite", 1))
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if(my_effect.trigger == TRIGGER_VOLATILE)
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my_effect.ToggleActivate()
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else if(W.reagents.has_reagent("toxin", 1) || W.reagents.has_reagent("cyanide", 1) || W.reagents.has_reagent("amatoxin", 1) || W.reagents.has_reagent("neurotoxin", 1))
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if(my_effect.trigger == TRIGGER_TOXIN)
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my_effect.ToggleActivate()
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else if(istype(W,/obj/item/weapon/melee/baton) && W:status ||\
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istype(W,/obj/item/weapon/melee/energy) ||\
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istype(W,/obj/item/weapon/melee/cultblade) ||\
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istype(W,/obj/item/weapon/card/emag) ||\
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istype(W,/obj/item/device/multitool))
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if (my_effect.trigger == TRIGGER_ENERGY)
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my_effect.ToggleActivate()
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else if (istype(W,/obj/item/weapon/flame) && W:lit ||\
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istype(W,/obj/item/weapon/weldingtool) && W:welding)
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if(my_effect.trigger == TRIGGER_HEAT)
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my_effect.ToggleActivate()
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else
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if (my_effect.trigger == TRIGGER_FORCE && W.force >= 10)
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my_effect.ToggleActivate()
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/datum/component/artifact_master/proc/on_reagent()
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var/datum/reagent/Touching = args[2]
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var/list/water = list("hydrogen", "water")
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var/list/acid = list("sacid", "pacid", "diethylamine")
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var/list/volatile = list("phoron","thermite")
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var/list/toxic = list("toxin","cyanide","amatoxin","neurotoxin")
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for(var/datum/artifact_effect/my_effect in my_effects)
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if(Touching.id in water)
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if(my_effect.trigger == TRIGGER_WATER)
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my_effect.ToggleActivate()
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else if(Touching.id in acid)
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if(my_effect.trigger == TRIGGER_ACID)
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my_effect.ToggleActivate()
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else if(Touching.id in volatile)
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if(my_effect.trigger == TRIGGER_VOLATILE)
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my_effect.ToggleActivate()
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else if(Touching.id in toxic)
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if(my_effect.trigger == TRIGGER_TOXIN)
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my_effect.ToggleActivate()
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/datum/component/artifact_master/proc/on_moved()
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for(var/datum/artifact_effect/my_effect in my_effects)
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if(my_effect)
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my_effect.UpdateMove()
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/datum/component/artifact_master/process()
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if(!holder) // Some instances can be created and rapidly lose their holder, if they are destroyed rapidly on creation. IE, during excavation.
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STOP_PROCESSING(SSobj, src)
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if(!QDELETED(src))
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qdel(src)
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return
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var/turf/L = holder.loc
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if(!istype(L) && !isliving(L)) // We're inside a non-mob container or on null turf, either way stop processing effects
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return
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if(istype(holder, /atom/movable))
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var/atom/movable/HA = holder
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if(HA.pulledby)
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on_bumped(holder, HA.pulledby)
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for(var/datum/artifact_effect/my_effect in my_effects)
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if(my_effect)
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my_effect.UpdateMove()
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//if any of our effects rely on environmental factors, work that out
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var/trigger_cold = 0
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var/trigger_hot = 0
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var/trigger_phoron = 0
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var/trigger_oxy = 0
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var/trigger_co2 = 0
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var/trigger_nitro = 0
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var/turf/T = get_turf(holder)
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var/datum/gas_mixture/env = T.return_air()
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if(env)
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if(env.temperature < 225)
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trigger_cold = 1
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else if(env.temperature > 375)
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trigger_hot = 1
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if(env.gas["phoron"] >= 10)
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trigger_phoron = 1
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if(env.gas["oxygen"] >= 10)
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trigger_oxy = 1
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if(env.gas["carbon_dioxide"] >= 10)
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trigger_co2 = 1
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if(env.gas["nitrogen"] >= 10)
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trigger_nitro = 1
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for(var/datum/artifact_effect/my_effect in my_effects)
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my_effect.artifact_id = artifact_id
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my_effect.process()
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//COLD ACTIVATION
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if(my_effect.trigger == TRIGGER_COLD && (trigger_cold ^ my_effect.activated))
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my_effect.ToggleActivate()
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//HEAT ACTIVATION
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if(my_effect.trigger == TRIGGER_HEAT && (trigger_hot ^ my_effect.activated))
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my_effect.ToggleActivate()
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//PHORON GAS ACTIVATION
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if(my_effect.trigger == TRIGGER_PHORON && (trigger_phoron ^ my_effect.activated))
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my_effect.ToggleActivate()
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//OXYGEN GAS ACTIVATION
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if(my_effect.trigger == TRIGGER_OXY && (trigger_oxy ^ my_effect.activated))
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my_effect.ToggleActivate()
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//CO2 GAS ACTIVATION
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if(my_effect.trigger == TRIGGER_CO2 && (trigger_co2 ^ my_effect.activated))
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my_effect.ToggleActivate()
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//NITROGEN GAS ACTIVATION
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if(my_effect.trigger == TRIGGER_NITRO && (trigger_nitro ^ my_effect.activated))
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my_effect.ToggleActivate()
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