Files
GS13-Citadel/code/modules/power/singularity/narsie.dm
T
Dan-Neposh fb75c6a949 adds in ending sequence for Ratvar spawning, + various other changes
above, as well as cancelling out each gods round end sequence depending on who wins their fight, plus some description edits which make more sense with the station based setting
2021-01-22 00:04:04 -05:00

226 lines
7.2 KiB
Plaintext

/obj/singularity/narsie //Moving narsie to a child object of the singularity so it can be made to function differently. --NEO
name = "Nar'Sie's Avatar"
desc = "Your mind begins to bubble and ooze as it tries to comprehend what it sees."
icon = 'icons/obj/magic_terror.dmi'
pixel_x = -89
pixel_y = -85
density = FALSE
current_size = 9 //It moves/eats like a max-size singulo, aside from range. --NEO
contained = 0 //Are we going to move around?
dissipate = 0 //Do we lose energy over time?
move_self = 1 //Do we move on our own?
grav_pull = 5 //How many tiles out do we pull?
consume_range = 6 //How many tiles out do we eat
light_power = 0.7
light_range = 15
light_color = rgb(255, 0, 0)
gender = FEMALE
var/clashing = FALSE //If Nar'Sie is fighting Ratvar
/obj/singularity/narsie/large
name = "Nar'Sie"
icon = 'icons/obj/narsie.dmi'
// Pixel stuff centers Narsie.
pixel_x = -236
pixel_y = -256
current_size = 12
grav_pull = 10
consume_range = 12 //How many tiles out do we eat
/obj/singularity/narsie/large/Initialize()
. = ..()
send_to_playing_players("<span class='narsie'>NAR'SIE HAS RISEN</span>")
sound_to_playing_players('sound/creatures/narsie_rises.ogg')
var/area/A = get_area(src)
if(A)
var/mutable_appearance/alert_overlay = mutable_appearance('icons/effects/cult_effects.dmi', "ghostalertsie")
notify_ghosts("Nar'Sie has risen in \the [A.name]. Reach out to the Geometer to be given a new shell for your soul.", source = src, alert_overlay = alert_overlay, action=NOTIFY_ATTACK)
INVOKE_ASYNC(src, .proc/narsie_spawn_animation)
/obj/singularity/narsie/large/cult // For the new cult ending, guaranteed to end the round within 3 minutes
var/list/souls_needed = list()
var/soul_goal = 0
var/souls = 0
var/resolved = FALSE
/obj/singularity/narsie/large/cult/Initialize()
. = ..()
GLOB.cult_narsie = src
var/list/all_cults = list()
for(var/datum/antagonist/cult/C in GLOB.antagonists)
if(!C.owner)
continue
if(C.cult_team)
all_cults |= C.cult_team
for(var/datum/team/cult/T in all_cults)
deltimer(T.blood_target_reset_timer)
T.blood_target = src
var/datum/objective/eldergod/summon_objective = locate() in T.objectives
if(summon_objective)
summon_objective.summoned = TRUE
for(var/datum/mind/cult_mind in SSticker.mode.cult)
if(isliving(cult_mind.current))
var/mob/living/L = cult_mind.current
L.narsie_act()
for(var/mob/living/player in GLOB.player_list)
if(player.stat != DEAD && player.loc && is_station_level(player.loc.z) && !iscultist(player) && !isanimal(player))
souls_needed[player] = TRUE
soul_goal = round(1 + LAZYLEN(souls_needed) * 0.75)
INVOKE_ASYNC(src, .proc/begin_the_end)
/obj/singularity/narsie/large/cult/proc/begin_the_end()
sleep(50)
priority_announce("An acausal dimensional event has been detected in your sector. Event has been flagged EXTINCTION-CLASS. Directing all available assets toward simulating solutions. SOLUTION ETA: 60 SECONDS.","Central Command Higher Dimensional Affairs", 'sound/misc/airraid.ogg')
sleep(500)
priority_announce("Simulations on acausal dimensional event complete. Deploying solution package now. Deployment ETA: ONE MINUTE. ","Central Command Higher Dimensional Affairs")
sleep(50)
set_security_level("delta")
SSshuttle.registerHostileEnvironment(src)
SSshuttle.lockdown = TRUE
SSpersistence.station_was_destroyed = TRUE
sleep(600)
if(QDELETED(src))
priority_announce("Accausal event alert recinded. Neutron star still detected. Reccomend immediate evacuation","Central Command Higher Dimensional Affairs")
return
if(resolved == FALSE)
resolved = TRUE
sound_to_playing_players('sound/machines/alarm.ogg')
addtimer(CALLBACK(GLOBAL_PROC, .proc/cult_ending_helper), 120)
/obj/singularity/narsie/large/cult/Destroy()
GLOB.cult_narsie = null
return ..()
/proc/ending_helper()
SSticker.force_ending = 1
/proc/cult_ending_helper(var/no_explosion = 0)
if(no_explosion)
Cinematic(CINEMATIC_CULT,world,CALLBACK(GLOBAL_PROC,/proc/ending_helper))
else
Cinematic(CINEMATIC_CULT_NUKE,world,CALLBACK(GLOBAL_PROC,/proc/ending_helper))
//ATTACK GHOST IGNORING PARENT RETURN VALUE
/obj/singularity/narsie/large/attack_ghost(mob/dead/observer/user as mob)
makeNewConstruct(/mob/living/simple_animal/hostile/construct/harvester, user, cultoverride = TRUE, loc_override = src.loc)
/obj/singularity/narsie/process()
if(clashing)
return
eat()
if(!target || prob(5))
pickcultist()
if(istype(target, /obj/structure/destructible/clockwork/massive/ratvar))
move(get_dir(src, target)) //Oh, it's you again.
else
move()
if(prob(25))
mezzer()
/obj/singularity/narsie/Process_Spacemove()
return clashing
/obj/singularity/narsie/Bump(atom/A)
var/turf/T = get_turf(A)
if(T == loc)
T = get_step(A, A.dir) //please don't slam into a window like a bird, Nar'Sie
forceMove(T)
/obj/singularity/narsie/mezzer()
for(var/mob/living/carbon/M in fov_viewers(consume_range, src))
if(M.stat == CONSCIOUS)
if(!iscultist(M))
to_chat(M, "<span class='cultsmall'>You feel conscious thought crumble away in an instant as you gaze upon [src.name]...</span>")
M.apply_effect(60, EFFECT_STUN)
/obj/singularity/narsie/consume(atom/A)
if(isturf(A))
A.narsie_act()
/obj/singularity/narsie/ex_act() //No throwing bombs at her either.
return
/obj/singularity/narsie/proc/pickcultist() //Narsie rewards her cultists with being devoured first, then picks a ghost to follow.
var/list/cultists = list()
var/list/noncultists = list()
for(var/obj/structure/destructible/clockwork/massive/ratvar/enemy in GLOB.poi_list) //Prioritize killing Ratvar
if(enemy.z != z)
continue
acquire(enemy)
return
for(var/mob/living/carbon/food in GLOB.alive_mob_list) //we don't care about constructs or cult-Ians or whatever. cult-monkeys are fair game i guess
var/turf/pos = get_turf(food)
if(!pos || (pos.z != z))
continue
if(iscultist(food))
cultists += food
else
noncultists += food
if(cultists.len) //cultists get higher priority
acquire(pick(cultists))
return
if(noncultists.len)
acquire(pick(noncultists))
return
//no living humans, follow a ghost instead.
for(var/mob/dead/observer/ghost in GLOB.player_list)
if(!ghost.client)
continue
var/turf/pos = get_turf(ghost)
if(!pos || (pos.z != z))
continue
cultists += ghost
if(cultists.len)
acquire(pick(cultists))
return
/obj/singularity/narsie/proc/acquire(atom/food)
if(food == target)
return
to_chat(target, "<span class='cultsmall'>NAR'SIE HAS LOST INTEREST IN YOU.</span>")
target = food
if(ishuman(target))
to_chat(target, "<span class ='cult'>NAR'SIE HUNGERS FOR YOUR SOUL.</span>")
else
to_chat(target, "<span class ='cult'>NAR'SIE HAS CHOSEN YOU TO LEAD HER TO HER NEXT MEAL.</span>")
//Wizard narsie
/obj/singularity/narsie/wizard
grav_pull = 0
/obj/singularity/narsie/wizard/eat()
// if(defer_powernet_rebuild != 2)
// defer_powernet_rebuild = 1
for(var/atom/X in urange(consume_range,src,1))
if(isturf(X) || ismovable(X))
consume(X)
// if(defer_powernet_rebuild != 2)
// defer_powernet_rebuild = 0
return
/obj/singularity/narsie/proc/narsie_spawn_animation()
icon = 'icons/obj/narsie_spawn_anim.dmi'
setDir(SOUTH)
move_self = 0
flick("narsie_spawn_anim",src)
sleep(11)
move_self = 1
icon = initial(icon)