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https://github.com/CHOMPStation2/CHOMPStation2.git
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245 lines
9.8 KiB
Plaintext
245 lines
9.8 KiB
Plaintext
/datum/artifact_effect
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var/name = "unknown"
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var/effect = EFFECT_TOUCH //This is simply if the effect occurs on touch, in an aura, or a pulse AOE. Horribly named variable.
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var/effectrange = 4 //How far the effect will hit something.
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var/trigger = TRIGGER_TOUCH //This decides how the artifact is actually activated. Ex: Splashing water on it.
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var/datum/component/artifact_master/master //This code is handled in effect_master.dm
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var/activated = 0
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var/chargelevel = 1
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var/chargelevelmax = 10
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var/artifact_id = ""
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var/effect_type = 0 //This is what the artifact does. This is used to generating a description when inspected.
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var/harvestable = 1 //If we can be harvested or not
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var/req_type = /atom/movable
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var/image/active_effect
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var/effect_icon = 'icons/effects/effects.dmi'
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var/effect_state = "sparkles"
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var/effect_color = "#ffffff"
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// The last time the effect was toggled.
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var/last_activation = 0
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// If we can start activated or not! Note: This is only really disabled on artifacts that can REALLY do some MAJOR DAMAGE to the server itself. See: Atmos & temperature artifacts destroying an entire Z-level's atmos.
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var/can_start_activated = TRUE
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/datum/artifact_effect/Destroy()
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master = null //Master still exists even if our effect gets destroyed. No need to QDEL_NULL.
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QDEL_NULL(active_effect)
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. = ..()
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/datum/artifact_effect/proc/get_master_holder() // Return the effectmaster's holder, if it is set to an effectmaster. Otherwise, master is the target object.
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if(istype(master))
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return master.holder
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else
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return master
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/datum/artifact_effect/New(var/datum/component/artifact_master/newmaster)
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..()
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master = newmaster
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effect = rand(EFFECT_TOUCH, MAX_EFFECT) //This can be overwritten per artifact, in case you want one to only be touch, aura, or pulse!
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trigger = rand(TRIGGER_TOUCH, MAX_TRIGGER) //Same for this! You can make artifacts that can ONLY be activated through XYZ!
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if(effect_icon && effect_state)
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if(effect_state == "sparkles")
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effect_state = "sparkles_[rand(1,4)]"
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active_effect = image(effect_icon, effect_state)
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active_effect.color = effect_color
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//this will be replaced by the excavation code later, but it's here just in case
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artifact_id = "[pick("kappa","sigma","antaeres","beta","omicron","iota","epsilon","omega","gamma","delta","tau","alpha")]-[rand(100,999)]"
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//random charge time and distance
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switch(effect)
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if(EFFECT_PULSE)
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switch(pick(100;1, 50;2, 25;3))
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if(1)
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//short range, short charge time
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chargelevelmax = rand(3, 20)
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effectrange = rand(1, 3)
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if(2)
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//medium range, medium charge time
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chargelevelmax = rand(15, 40)
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effectrange = rand(5, 15)
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if(3)
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//large range, long charge time
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chargelevelmax = rand(20, 120)
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effectrange = rand(20, 100)
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if(EFFECT_AURA)
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if(prob(1)) //1% chance for a BIG range.
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effectrange = rand(1, 100)
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else
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effectrange = rand(2,7)
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if(EFFECT_TOUCH)
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effectrange = 1
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if(can_start_activated && prob(50))
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ToggleActivate(TRUE, TRUE)
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/datum/artifact_effect/proc/ToggleActivate(var/reveal_toggle = TRUE, var/spawn_toggle = FALSE)
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//so that other stuff happens first
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set waitfor = FALSE
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var/atom/target = get_master_holder()
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if(world.time - last_activation > 1 SECOND)
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last_activation = world.time
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if(activated)
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activated = FALSE
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else
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activated = TRUE
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if(reveal_toggle && target)
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if(!isliving(target) && !(spawn_toggle && istype(target, /obj/machinery/artifact))) //This is to keep it from updating icons if our owner is a large artifact
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target.update_icon() //As it will runtime since it hasn't set it's artifact_master yet. The update icon is handled in /obj/machinery/artifact/Initialize()
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var/display_msg
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if(activated)
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display_msg = pick("momentarily glows brightly!","distorts slightly for a moment!","flickers slightly!","vibrates!","shimmers slightly for a moment!")
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else
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display_msg = pick("grows dull!","fades in intensity!","suddenly becomes very still!","suddenly becomes very quiet!")
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if(active_effect)
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if(activated)
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target.underlays.Add(active_effect)
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else
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target.underlays.Remove(active_effect)
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var/atom/toplevelholder = target
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while(!istype(toplevelholder.loc, /turf))
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toplevelholder = toplevelholder.loc
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toplevelholder.visible_message(span_filter_notice("[span_red("[icon2html(toplevelholder, viewers(toplevelholder))] [toplevelholder] [display_msg]")]"))
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/datum/artifact_effect/proc/DoEffectTouch(var/mob/user)
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/datum/artifact_effect/proc/DoEffectAura(var/atom/holder)
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/datum/artifact_effect/proc/DoEffectPulse(var/atom/holder)
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/datum/artifact_effect/proc/UpdateMove()
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/datum/artifact_effect/process()
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if(chargelevel < chargelevelmax)
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chargelevel++
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if(activated)
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if(effect == EFFECT_AURA)
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DoEffectAura()
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else if(effect == EFFECT_PULSE && chargelevel >= chargelevelmax)
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chargelevel = 0
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DoEffectPulse()
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/datum/artifact_effect/proc/getDescription()
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. = "<br><br>This object has been detected to: "
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switch(effect_type)
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if(EFFECT_UNKNOWN)
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. += span_bold("have an unknown effect") //Should never happen but you know, whatever. Failsafe.
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if(EFFECT_ANIMATE)
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. += span_bold("have intermittent movement either towards or away from an individual")
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if(EFFECT_FEELINGS)
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. += span_bold("cause subjects to feel a certain way")
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if(EFFECT_CELL)
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. += span_bold("charges or drains electronic devices in range")
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if(EFFECT_TEMPERATURE)
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. += span_bold("adjust the thermal energy in an area")
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/* //Not Yet Implemented
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if(EFFECT_DNASWITCH)
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. += "scramble the DNA of a subject, resulting in rampant genetic mutation"
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*/
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if(EFFECT_ELECTIC_FIELD)
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. += "discharge concentrated electrical energy"
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if(EFFECT_EMP)
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. += "discharge electromagnetic energy"
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if(EFFECT_FEYSIGHT)
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. += "invoke visions in subjects" //spooky.
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if(EFFECT_FORCEFIELD)
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. += "create a forcefield within a short range"
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if(EFFECT_GAIA)
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. += "transfer healing energies to nearby flora"
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if(EFFECT_GAS)
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. += "emits gas of some type"
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if(EFFECT_GRAVIATIONAL_WAVES)
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. += "create local gravitational distortions"
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if(EFFECT_HEALTH)
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. += "transfer energies into subjects, harming or healing them"
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if(EFFECT_POLTERGEIST)
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. += "cause local movement phenomena"
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if(EFFECT_RADIATE)
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. += "transfer high energy gamma rays into subjects"
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if(EFFECT_RESURRECT)
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. += "transfer the lifeforce from one entity to another, potentially allowing the ressurection of deceased entities"
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if(EFFECT_ROBOT_HEALTH)
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. += "transfer energies into synthetic lifeforms, harming or healing them"
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if(EFFECT_SLEEPY)
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. += "invoke drowsiness in subjects"
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if(EFFECT_STUN)
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. += "discharge non-lethal amounts of energy into subjects"
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if(EFFECT_TELEPORT)
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. += "displace subjects using bluespace phenomena"
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if(EFFECT_VAMPIRE)
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. += "drain the blood of subjects, creating creatures or anomalous artifacts in the process"
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if(EFFECT_DNASWITCH)
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. += "mutate the cells of the organism that touches it, resulting in rampant mutations"
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else
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. += "have no previously-known anomalous properties"
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. += ". The method of the dispersion of the object's effect seems to be through "
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switch(effect)
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if(EFFECT_TOUCH)
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. += span_bold(" contact with the object.")
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if(EFFECT_AURA)
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. += span_bold(" occasional, short ranged pulses of energy.")
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if(EFFECT_PULSE)
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. += span_bold(" occasional, long ranged pulses of energy.")
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else
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. += ""
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. += "<br>"
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switch(trigger)
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if(TRIGGER_TOUCH) //This one should be self explanatory.
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. += "Activation index involves " + span_bold("physical interaction") + " with artifact surface."
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if(TRIGGER_WATER, TRIGGER_ACID, TRIGGER_VOLATILE, TRIGGER_TOXIN) //No xenoarch would know how to activate these without code digging.
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. += " Activation index involves " + span_bold("chemical interaction with artifact surface.") + " Water/Hydrogen, sulfuric acid, Thermite/Phoron, and toxin/toxic substances (such as lead, phoron, fertilizers, among others) are potential triggers."
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if(TRIGGER_FORCE, TRIGGER_ENERGY) //Did you know multitools can activate energy artifacts?
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. += " Activation index involves " + span_bold("forceful or energetic interaction with artifact surface.") + " Potential triggers are a pulse from a multitool or battering the artifact with a strong object."
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if(TRIGGER_HEAT, TRIGGER_COLD) //Heat is easy to activate. Smack it with a welder. Cold? Have to cool the area.
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. += " Activation index involves " + span_bold("precise temperature conditions.") + " Heating/Cooling the atmosphere (>[ARTIFACT_HEAT_TRIGGER]K or <[ARTIFACT_COLD_TRIGGER]K) or using a welder are potential triggers."
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else
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. += " Unable to determine any data about activation trigger."
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. += "<br>"
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//returns 0..1, with 1 being no protection and 0 being fully protected
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/proc/GetAnomalySusceptibility(var/mob/living/carbon/human/H)
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if(!istype(H))
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return 1
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var/area/A = get_area(H)
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if(A.flag_check(AREA_FORBID_EVENTS))
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return 0
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var/protected = 0
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var/susceptibility = 1
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//anomaly suits give best protection, but excavation suits are almost as good
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if(istype(H.back,/obj/item/rig/hazmat))
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var/obj/item/rig/hazmat/rig = H.back
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if(rig.suit_is_deployed() && !rig.offline)
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protected += 1
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if(istype(H.wear_suit,/obj/item/clothing/suit/bio_suit/anomaly))
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protected += 0.6
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else if(istype(H.wear_suit,/obj/item/clothing/suit/space/anomaly))
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protected += 0.5
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if(istype(H.head,/obj/item/clothing/head/bio_hood/anomaly))
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protected += 0.3
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else if(istype(H.head,/obj/item/clothing/head/helmet/space/anomaly))
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protected += 0.2
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//latex gloves and science goggles also give a bit of bonus protection
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if(istype(H.gloves,/obj/item/clothing/gloves/sterile))
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protected += 0.1
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if(istype(H.glasses,/obj/item/clothing/glasses/science))
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protected += 0.1
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susceptibility = CLAMP01(susceptibility - protected) //Clamp the susceptibility to be between 0 and 1. No negative numbers allowed.
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return susceptibility
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