mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-13 19:52:40 +00:00
This should have little/no gameplay effect right now, just paving the way for directional lights. Replaced handle_rotation() on buckly things with this. Signed-off-by: Mloc-Argent <colmohici@gmail.com>
166 lines
3.5 KiB
Plaintext
166 lines
3.5 KiB
Plaintext
//separate dm since hydro is getting bloated already
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/obj/effect/glowshroom
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name = "glowshroom"
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anchored = 1
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opacity = 0
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density = 0
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icon = 'icons/obj/lighting.dmi'
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icon_state = "glowshroomf"
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layer = 2.1
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l_color = "#003300"
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var/endurance = 30
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var/potency = 30
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var/delay = 1200
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var/floor = 0
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var/yield = 3
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var/spreadChance = 40
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var/spreadIntoAdjacentChance = 60
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var/evolveChance = 2
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var/lastTick = 0
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var/spreaded = 1
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/obj/effect/glowshroom/single
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spreadChance = 0
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/obj/effect/glowshroom/New()
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..()
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set_dir(CalcDir())
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if(!floor)
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switch(dir) //offset to make it be on the wall rather than on the floor
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if(NORTH)
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pixel_y = 32
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if(SOUTH)
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pixel_y = -32
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if(EAST)
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pixel_x = 32
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if(WEST)
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pixel_x = -32
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icon_state = "glowshroom[rand(1,3)]"
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else //if on the floor, glowshroom on-floor sprite
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icon_state = "glowshroomf"
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processing_objects += src
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SetLuminosity(round(potency/15))
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lastTick = world.timeofday
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/obj/effect/glowshroom/Del()
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processing_objects -= src
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..()
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/obj/effect/glowshroom/process()
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if(!spreaded)
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return
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if(((world.timeofday - lastTick) > delay) || ((world.timeofday - lastTick) < 0))
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lastTick = world.timeofday
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spreaded = 0
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for(var/i=1,i<=yield,i++)
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if(prob(spreadChance))
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var/list/possibleLocs = list()
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var/spreadsIntoAdjacent = 0
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if(prob(spreadIntoAdjacentChance))
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spreadsIntoAdjacent = 1
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for(var/turf/simulated/floor/plating/airless/asteroid/earth in view(3,src))
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if(spreadsIntoAdjacent || !locate(/obj/effect/glowshroom) in view(1,earth))
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possibleLocs += earth
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if(!possibleLocs.len)
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break
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var/turf/newLoc = pick(possibleLocs)
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var/shroomCount = 0 //hacky
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var/placeCount = 1
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for(var/obj/effect/glowshroom/shroom in newLoc)
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shroomCount++
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for(var/wallDir in cardinal)
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var/turf/isWall = get_step(newLoc,wallDir)
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if(isWall.density)
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placeCount++
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if(shroomCount >= placeCount)
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continue
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var/obj/effect/glowshroom/child = new /obj/effect/glowshroom(newLoc)
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child.potency = potency
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child.yield = yield
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child.delay = delay
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child.endurance = endurance
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spreaded++
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if(prob(evolveChance)) //very low chance to evolve on its own
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potency += rand(4,6)
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/obj/effect/glowshroom/proc/CalcDir(turf/location = loc)
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set background = 1
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var/direction = 16
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for(var/wallDir in cardinal)
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var/turf/newTurf = get_step(location,wallDir)
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if(newTurf.density)
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direction |= wallDir
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for(var/obj/effect/glowshroom/shroom in location)
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if(shroom == src)
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continue
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if(shroom.floor) //special
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direction &= ~16
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else
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direction &= ~shroom.dir
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var/list/dirList = list()
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for(var/i=1,i<=16,i <<= 1)
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if(direction & i)
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dirList += i
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if(dirList.len)
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var/newDir = pick(dirList)
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if(newDir == 16)
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floor = 1
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newDir = 1
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return newDir
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floor = 1
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return 1
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/obj/effect/glowshroom/attackby(obj/item/weapon/W as obj, mob/user as mob)
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..()
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endurance -= W.force
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CheckEndurance()
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/obj/effect/glowshroom/ex_act(severity)
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switch(severity)
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if(1.0)
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del(src)
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return
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if(2.0)
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if (prob(50))
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del(src)
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return
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if(3.0)
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if (prob(5))
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del(src)
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return
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else
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return
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/obj/effect/glowshroom/fire_act(datum/gas_mixture/air, exposed_temperature, exposed_volume)
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if(exposed_temperature > 300)
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endurance -= 5
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CheckEndurance()
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/obj/effect/glowshroom/proc/CheckEndurance()
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if(endurance <= 0)
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del(src) |