mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-10 10:12:45 +00:00
170 lines
5.4 KiB
Plaintext
170 lines
5.4 KiB
Plaintext
/**********************Resonator**********************/
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/obj/item/resonator
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name = "resonator"
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icon = 'icons/obj/mining.dmi'
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icon_state = "resonator"
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item_state = "resonator"
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item_icons = list(
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slot_l_hand_str = 'icons/mob/items/lefthand_vr.dmi',
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slot_r_hand_str = 'icons/mob/items/righthand_vr.dmi',
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)
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origin_tech = list(TECH_MAGNET = 3, TECH_ENGINEERING = 3)
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desc = "A handheld device that creates small fields of energy that resonate until they detonate, crushing rock. It can also be activated without a target to create a field at the user's location, to act as a delayed time trap. It's more effective in low temperature."
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w_class = ITEMSIZE_NORMAL
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force = 8
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throwforce = 10
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var/cooldown = 0
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var/fieldsactive = 0
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var/burst_time = 50
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var/fieldlimit = 3
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var/spreadmode = 0
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var/cascading = 0
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/obj/item/resonator/upgraded
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name = "upgraded resonator"
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desc = "An upgraded version of the resonator that can produce more fields at once."
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icon_state = "resonator_u"
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origin_tech = list(TECH_MATERIAL = 4, TECH_POWER = 3, TECH_MAGNET = 3, TECH_ENGINEERING = 3)
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fieldlimit = 5
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/obj/item/resonator/proc/CreateResonance(var/target, var/creator)
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var/turf/T = get_turf(target)
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if(locate(/obj/effect/resonance) in T)
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return
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if(fieldsactive > fieldlimit || cascading)
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to_chat(creator, span_warning("You've exceeded the field limit! Wait for them to dissipate."))
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return
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if(spreadmode)
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//log_debug("Starting cascade...")
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cascading = TRUE
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var/depth = 0
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var/fields = 0
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if(depth == 0)
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//log_debug("Creating resonance at the target spot.")
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playsound(src,'sound/weapons/resonator_fire.ogg',50,1)
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new /obj/effect/resonance(T, WEAKREF(creator), burst_time)
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fields++
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depth++
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var/origin_dir = get_cardinal_dir(creator, T)
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var/dir
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while(fields < fieldlimit)
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for(var/i=0, i<=2, i++)
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//log_debug("Fields are [fields], doing [i] iteration of subloop")
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if(fields >= fieldlimit)
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//log_debug("[fields] exceeded fieldlimit, exiting procedure.")
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sleep(burst_time)
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cascading = FALSE
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return
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switch(i) //Using a switch statement rather than (-90 + i * 90) to favour going straight ahead
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if(0)
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dir = origin_dir
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if(1)
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dir = turn(origin_dir, 90)
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if(2)
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dir = turn(origin_dir, -90)
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var/turf/newT = T
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for(var/step = 1, step<=depth, step++)
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//log_debug("Taking a step until [depth] steps taken.")
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var/turf/oldT = newT
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newT = get_step(oldT, dir)
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if(step == depth)
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new /obj/effect/resonance(newT, WEAKREF(creator), burst_time)
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fields++
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if(depth > 1 && fields < fieldlimit) //Works until 15 fieldlimit.
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oldT = newT
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dir = turn(dir, (i == 2 ? 135 : -135))
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newT = get_step(oldT, dir)
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new /obj/effect/resonance(newT, WEAKREF(creator), burst_time)
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fields++
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depth++
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else
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playsound(src,'sound/weapons/resonator_fire.ogg',50,1)
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new /obj/effect/resonance(T, WEAKREF(creator), burst_time)
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fieldsactive++
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spawn(burst_time)
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fieldsactive--
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/obj/item/resonator/attack_self(mob/user)
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switch(tgui_alert(user, "Change Detonation Time or toggle Cascading?","Setting", list("Toggle Cascade", "Resonance Time")))
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if("Resonance Time")
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if(burst_time == 50)
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burst_time = 30
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to_chat(user, span_info("You set the resonator's fields to detonate after 3 seconds."))
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else
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burst_time = 50
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to_chat(user, span_info("You set the resonator's fields to detonate after 5 seconds."))
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if("Toggle Cascade")
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spreadmode = !spreadmode
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to_chat(user, span_info("You have [(spreadmode ? "enabled" : "disabled")] the resonance cascade mode."))
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/obj/item/resonator/afterattack(atom/target, mob/user, proximity_flag)
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if(proximity_flag)
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if(!check_allowed_items(target, 1))
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return
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CreateResonance(target, user)
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/obj/effect/resonance
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name = "resonance field"
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desc = "A resonating field that significantly damages anything inside of it when the field eventually ruptures."
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icon = 'icons/effects/effects.dmi'
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icon_state = "shield1"
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plane = MOB_PLANE
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layer = ABOVE_MOB_LAYER
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mouse_opacity = 0
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var/resonance_damage = 20
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/obj/effect/resonance/Initialize(mapload, var/creator = null, var/timetoburst)
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. = ..()
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// Start small and grow to big size as we are about to burst
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transform = matrix()*0.75
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animate(src, transform = matrix()*1.5, time = timetoburst)
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// Queue the actual bursting
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spawn(timetoburst)
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if(!QDELETED(src))
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burst(creator)
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/obj/effect/resonance/proc/burst(var/creator = null)
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var/turf/T = get_turf(src)
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if(!T)
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return
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playsound(src, 'sound/weapons/resonator_blast.ogg', 50, 1)
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// Make the collapsing effect
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new /obj/effect/temp_visual/resonance_crush(T)
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// Mineral turfs get drilled!
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if(ismineralturf(T))
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var/turf/simulated/mineral/M = T
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M.GetDrilled()
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qdel(src)
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return
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// Otherwise we damage mobs! Boost damage if low tempreature
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var/datum/gas_mixture/environment = T.return_air()
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if(environment.temperature < 250)
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name = "strong resonance field"
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resonance_damage = 50
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for(var/mob/living/L in src.loc)
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if(creator)
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add_attack_logs(creator, L, "used a resonator field on")
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to_chat(L, span_danger("\The [src] ruptured with you in it!"))
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L.apply_damage(resonance_damage, BRUTE)
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qdel(src)
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/obj/effect/temp_visual/resonance_crush
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icon_state = "shield1"
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plane = MOB_PLANE
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layer = ABOVE_MOB_LAYER
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duration = 4
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/obj/effect/temp_visual/resonance_crush/Initialize(mapload)
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. = ..()
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transform = matrix()*1.5
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animate(src, transform = matrix()*0.1, alpha = 50, time = 4)
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