[PTBF] [ready for review] Anomalous particulate processing objective. (#30649)

* pausing work on this till pickweight

* push

* more stuff

* proper file it

* these 2 would be interested

* and examine fix

* I should be more awake before resolving merge conflicts

* god you are stupid stop commiting every 2 seconds

* temp buff size change

* Event inhand descriptions

* behold the c o d e

* the rest of the owl

* sprite correction

* 2 more words to the list

* and this one

* yes I am having too much fun with this

* m o r e

* better glow, tech levels

* Apply suggestions from code review

Co-authored-by: PollardTheDragon <144391971+PollardTheDragon@users.noreply.github.com>
Signed-off-by: Qwertytoforty <52090703+Qwertytoforty@users.noreply.github.com>

* message admins, variable

* Apply suggestions from code review

Co-authored-by: Taurtura <141481662+Taurtura@users.noreply.github.com>
Signed-off-by: Qwertytoforty <52090703+Qwertytoforty@users.noreply.github.com>

* PPPProcessor

---------

Signed-off-by: Qwertytoforty <52090703+Qwertytoforty@users.noreply.github.com>
Co-authored-by: PollardTheDragon <144391971+PollardTheDragon@users.noreply.github.com>
Co-authored-by: Taurtura <141481662+Taurtura@users.noreply.github.com>
This commit is contained in:
Qwertytoforty
2025-10-24 21:01:03 -04:00
committed by GitHub
parent 07b2f76367
commit 2ecff9033a
27 changed files with 1009 additions and 38 deletions
+30 -12
View File
@@ -19,6 +19,9 @@
var/countdown_colour
var/obj/effect/countdown/anomaly/countdown
/// Used by the canister grenades to modify functions.
var/canister_spawned = FALSE
/// Do we drop a core when we're neutralized?
var/drops_core = TRUE
@@ -93,6 +96,11 @@
// Else, anomaly core gets deleted by qdel(src).
qdel(src)
// Used by the anomalous canister grenades to make them balanced for grenade use.
/obj/effect/anomaly/proc/anomalous_canister_setup()
canister_spawned = TRUE
return
/obj/effect/anomaly/item_interaction(mob/living/user, obj/item/used, list/modifiers)
if(istype(used, /obj/item/analyzer))
to_chat(user, "<span class='notice'>Analyzing... [src]'s unstable field is fluctuating along frequency [format_frequency(aSignal.frequency)], code [aSignal.code].</span>")
@@ -107,11 +115,16 @@
aSignal = /obj/item/assembly/signaler/anomaly/grav
var/obj/effect/warp_effect/supermatter/warp
/obj/effect/anomaly/grav/Initialize(mapload, new_lifespan, _drops_core = TRUE, event_spawned = TRUE)
/obj/effect/anomaly/grav/Initialize(mapload, new_lifespan, _drops_core = TRUE)
. = ..()
warp = new(src)
vis_contents += warp
if(!event_spawned) //So an anomaly in the hallway is assured to have some risk to it, but not make sm / vetus too much pain
var/static/list/loc_connections = list(
COMSIG_ATOM_ENTERED = PROC_REF(on_atom_entered),
)
AddElement(/datum/element/connect_loc, loc_connections)
if(!_drops_core) // So an anomaly in the hallway is assured to have some risk to it, but not make sm / vetus too much pain
return
for(var/I in 1 to 3)
if(prob(75))
@@ -119,11 +132,6 @@
if(prob(75))
new /obj/item/shard(loc)
var/static/list/loc_connections = list(
COMSIG_ATOM_ENTERED = PROC_REF(on_atom_entered),
)
AddElement(/datum/element/connect_loc, loc_connections)
/obj/effect/anomaly/grav/Destroy()
vis_contents -= warp
QDEL_NULL(warp) // don't want to leave it hanging
@@ -207,7 +215,7 @@
canshock = TRUE
for(var/mob/living/M in get_turf(src))
mobShock(M)
if(explosive) //Let us not fuck up the sm that much
if(explosive || canister_spawned) // Let us not fuck up the sm that much
tesla_zap(src, zap_range, power, zap_flags)
/obj/effect/anomaly/flux/proc/on_atom_entered(datum/source, atom/movable/entered)
@@ -224,18 +232,22 @@
canshock = FALSE //Just so you don't instakill yourself if you slam into the anomaly five times in a second.
M.electrocute_act(shockdamage, name, flags = SHOCK_NOGLOVES)
if(!knockdown)
M.Weaken(explosive ? 6 SECONDS : 3 SECONDS) //Back to being deadly if you touch it, rather than just being able to crawl out of it. Non explosive ones less deadly, since you can't loot them
M.Weaken((explosive || canister_spawned) ? 6 SECONDS : 3 SECONDS) // Back to being deadly if you touch it, rather than just being able to crawl out of it. Non explosive ones less deadly, since you can't loot them
else
M.KnockDown(3 SECONDS)
/obj/effect/anomaly/flux/detonate()
if(explosive)
if(explosive && !canister_spawned)
explosion(src, 1, 4, 16, 18, FALSE) // Set adminlog to FALSE for custom logging
message_admins("\A [name] has detonated at [impact_area][ADMIN_COORDJMP(impact_area)]")
log_admin("\A [name] has detonated at [impact_area]")
else
new /obj/effect/particle_effect/sparks(loc)
/obj/effect/anomaly/flux/anomalous_canister_setup()
power = 3000
return ..()
/obj/effect/anomaly/bluespace
name = "bluespace anomaly"
icon = 'icons/obj/projectiles.dmi'
@@ -336,6 +348,10 @@
M.client.screen -= blueeffect
qdel(blueeffect)
/obj/effect/anomaly/bluespace/anomalous_canister_setup()
mass_teleporting = FALSE
return ..()
/obj/effect/anomaly/pyro
name = "pyroclastic anomaly"
icon_state = "mustard"
@@ -362,7 +378,7 @@
T.blind_release_air(air)
/obj/effect/anomaly/pyro/detonate()
if(produces_slime)
if(produces_slime && !canister_spawned)
INVOKE_ASYNC(src, PROC_REF(makepyroslime))
if(drops_core)
message_admins("\A [name] has detonated at [impact_area][ADMIN_COORDJMP(impact_area)]")
@@ -524,12 +540,14 @@
step_towards(O, src)
for(var/mob/living/M in T.contents)
step_towards(M, src)
if(drops_core)
if(drops_core || canister_spawned)
M.Weaken(3.5 SECONDS) //You ran into a black hole, you ride the pain train.
M.KnockDown(7 SECONDS)
//Damaging the turf
if(T && prob(turf_removal_chance))
if(isfloorturf(T) && canister_spawned)
return
T.ex_act(ex_act_force)
#undef ANOMALY_MOVECHANCE
@@ -0,0 +1,485 @@
/// The number of anomalous particulate gatherings per objective
#define NUM_ANOM_PER_OBJ 5
/datum/anomalous_particulate_tracker
/// The total number of gatherings that have been drained, for tracking.
var/num_drained = 0
/// List of tracked influences (reality smashes)
var/list/obj/effect/anomalous_particulate/smashes = list()
/// List of minds with the objective to get particulate
var/list/datum/mind/tracked_objectiveholders = list()
/datum/anomalous_particulate_tracker/Destroy(force)
if(GLOB.anomaly_smash_track == src)
stack_trace("[type] was deleted. Antagonists may no longer access any particulate. Fix it, or call coder support.")
message_admins("The [type] was deleted. Antagonists may no longer access any particulate. Fix it, or call coder support.")
QDEL_LIST_CONTENTS(smashes)
tracked_objectiveholders.Cut()
return ..()
/**
* Generates a set amount of reality smashes
* based on the number of already existing smashes
* and the number of minds we're tracking.
*/
/datum/anomalous_particulate_tracker/proc/generate_new_influences()
var/how_many_can_we_make = 0
for(var/antag_number in 1 to length(tracked_objectiveholders))
how_many_can_we_make += max(NUM_ANOM_PER_OBJ - antag_number + 1, 1)
var/location_sanity = 0
while((length(smashes) + num_drained) < how_many_can_we_make && location_sanity < 100)
var/turf/chosen_location = get_safe_random_station_turf_equal_weight()
// We don't want them close to each other - at least 1 tile of separation
var/list/nearby_things = range(1, chosen_location)
var/obj/effect/anomalous_particulate/what_if_i_have_one = locate() in nearby_things
var/obj/effect/visible_anomalous_particulate/what_if_i_had_one_but_its_used = locate() in nearby_things
if(what_if_i_have_one || what_if_i_had_one_but_its_used)
location_sanity++
continue
new /obj/effect/anomalous_particulate(chosen_location)
/**
* Adds a mind to the list of people that need things spawned
*
* Use this whenever you want to add someone to the list
*/
/datum/anomalous_particulate_tracker/proc/add_tracked_mind(datum/mind/obj_mind)
tracked_objectiveholders |= obj_mind
// If our holder is on station, generate some new influences
if(ishuman(obj_mind.current) && is_teleport_allowed(obj_mind.current.z))
generate_new_influences()
/**
* Removes a mind from the list of people that need things spawned
*
* Use this whenever you want to remove someone from the list
*/
/datum/anomalous_particulate_tracker/proc/remove_tracked_mind(datum/mind/obj_mind)
tracked_objectiveholders -= obj_mind
#define BLUESPACE 1
#define GRAV 2
#define PYRO 3
#define FLUX 4
#define VORTEX 5
#define CRYO 6
/obj/effect/visible_anomalous_particulate
name = "cloud of anomalous particulate"
icon_state = "particulate_cloud"
resistance_flags = FIRE_PROOF | UNACIDABLE | ACID_PROOF
alpha = 0
invisibility = INVISIBILITY_LEVEL_TWO
/// The effect on examine
var/examine_effect
/// The effect on touch / bump
var/bump_effect
/// The effect passively
var/process_effect
/*
* What does this do?
* First, we choose a sprite for the texture, and rotate it.
* Next, a shape. Also potentially rotated.
* Finally, a transparent overlay to apply over the first texture.
* After that we queue up the fade in and effects
*/
/obj/effect/visible_anomalous_particulate/Initialize(mapload)
. = ..()
addtimer(CALLBACK(src, PROC_REF(show_presence)), 15 SECONDS)
var/icon/our_icon
switch(rand(1, 10)) // texture
if(1 to 3)
our_icon = icon('icons/effects/effects.dmi', "particulate_cloud")
if(4 to 6)
our_icon = icon('icons/effects/effects.dmi', "cryoanomaly")
if(7 to 8)
our_icon = icon('icons/effects/effects.dmi', "anom")
if(9)
our_icon = icon('icons/effects/effects.dmi', "void_conduit")
if(10)
our_icon = icon('icons/effects/effects.dmi', "static_base")
var/icon/alpha_mask
switch(rand(1, 8)) // shape
if(1 to 6)
alpha_mask = new('icons/effects/effects.dmi', "void_conduit")
if(7)
alpha_mask = new('icons/effects/effects.dmi', "cryoanomaly")
if(8)
alpha_mask = new('icons/effects/effects.dmi', "anom")
switch(rand(1,8))
if(1)
alpha_mask.Turn(0)
if(2)
alpha_mask.Turn(90)
if(3)
alpha_mask.Turn(180)
if(4)
alpha_mask.Turn(270)
if(5 to 8)
alpha_mask.Turn(rand(1, 359))
switch(rand(1,8))
if(1)
our_icon.Turn(0)
if(2)
our_icon.Turn(90)
if(3)
our_icon.Turn(180)
if(4)
our_icon.Turn(270)
if(5 to 8)
our_icon.Turn(rand(1, 359))
our_icon.AddAlphaMask(alpha_mask) // Finally, let's mix in a distortion effect.
icon = our_icon
switch(rand(1,9))
if(1)
color = list(0.2,0.45,0,0, 0,1,0,0, 0,0,0.2,0, 0,0,0,1, 0,0,0,0) // green
if(2)
color = list(1,0,0,0, 0,0.4,0,0, 0,0,1,0, 0,0,0,1, 0,0,0,0) // purple per video 1
if(3)
color = list(0.4,0,0,0, 0,1.1,0,0, 0,0,1.65,0, -0.3,0.15,0,1, 0,0,0,0) // light blue
if(4)
color = list(0.5,1,0.9,0, 0,1,0,0, 0,0,0.5,0, 0,0,0,1, 0,0,0,0) // green blue
if(5)
color = list(0.8,0,0,0.35,0.2,0, 0.5,0,0.65,0.1,0,0) // red
if(6)
color = list(1.3,0,0,0, 0,1.65,0,0, 0,0,0,0, 0,0,0,1, 0,0,0,0) // green blue
if(7)
color = list(-1,0,0,0, 0,-1,0,0, 0,0,-1,0, (rand(1,100) / 100),(rand(1,100) / 100),(rand(1,100) / 100),1, 0,0,0,0) // random inverted
if(8)
color = list(-1,0,0,0, 0,-1,0,0, 0,0,-1,0, 0.8,0.85,0.95,1, 0,0,0,0) // cool inverted
if(9)
color = list((rand(1,100) / 100),0,0,0, 0,(rand(1,100) / 100),0,0, 0,0,(rand(1,100) / 100),0, 0,0,0,1, 0,0,0,0) // random normal
var/mutable_appearance/theme_icon
var/MA_alpha = pick(30, 40, 20, 25, 35, 10, 60)
switch(rand(1, 5)) // final overlay effect
if(1 to 3)
theme_icon = mutable_appearance('icons/effects/effects.dmi', "static_base", FLOAT_LAYER - 1, alpha = MA_alpha, appearance_flags = appearance_flags | RESET_TRANSFORM)
if(4)
theme_icon = mutable_appearance('icons/effects/effects.dmi', "emp_disable", FLOAT_LAYER - 1, alpha = MA_alpha, appearance_flags = appearance_flags | RESET_TRANSFORM)
if(5)
theme_icon = mutable_appearance('icons/effects/effects.dmi', "anom", FLOAT_LAYER - 1, alpha = MA_alpha, appearance_flags = appearance_flags | RESET_TRANSFORM)
theme_icon.blend_mode = BLEND_INSET_OVERLAY
var/matrix/M_three = matrix()
switch(rand(1,8))
if(1)
M_three.Turn(0)
if(2)
M_three.Turn(90)
if(3)
M_three.Turn(180)
if(4)
M_three.Turn(270)
if(5 to 8)
M_three.Turn(rand(1, 359))
theme_icon.transform = M_three
overlays += theme_icon
// Applies some random effects to the final image
switch(rand(1,5))
if(1)
add_filter("distort_1", 3, motion_blur_filter(1, 1))
if(2)
add_filter("distort_2", 1, gauss_blur_filter(size = 0.5))
if(3)
add_filter("distort_3", 2, angular_blur_filter(size = 5))
if(4)
apply_wibbly_filters(src)
if(5) // No visual effect
alpha = 1
alpha = 1 // Resets the alpha for the show_presence fade in
alpha = 0
/obj/effect/visible_anomalous_particulate/Destroy()
STOP_PROCESSING(SSobj, src)
return ..()
/*
* Makes the influence fade in after 15 seconds.
*/
/obj/effect/visible_anomalous_particulate/proc/show_presence()
invisibility = 0
animate(src, alpha = 180, time = 15 SECONDS)
addtimer(CALLBACK(src, PROC_REF(fade_presence)), 15 SECONDS)
configure_effects()
/*
* Makes the influence fade out over 20 minutes.
*/
/obj/effect/visible_anomalous_particulate/proc/fade_presence()
animate(src, alpha = 0, time = 20 MINUTES)
QDEL_IN(src, 20 MINUTES)
/*
* Sets up the effects for looking at it / bumping into it / aoe.
*/
/obj/effect/visible_anomalous_particulate/proc/configure_effects()
examine_effect = pick(BLUESPACE, GRAV, PYRO, FLUX, VORTEX, CRYO)
bump_effect = pick(BLUESPACE, GRAV, PYRO, FLUX, VORTEX, CRYO)
process_effect = pick(BLUESPACE, GRAV, PYRO, FLUX, VORTEX, CRYO)
if(process_effect == VORTEX)
set_light(
l_range = 7,
l_power = -3,
l_color = "#ddd6cf")
START_PROCESSING(SSobj, src)
var/static/list/loc_connections = list(
COMSIG_ATOM_ENTERED = PROC_REF(on_atom_entered),
)
AddElement(/datum/element/connect_loc, loc_connections)
/obj/effect/visible_anomalous_particulate/proc/on_atom_entered(datum/source, atom/movable/entered)
trigger_bump_effect(entered)
/obj/effect/visible_anomalous_particulate/Bump(atom/A)
trigger_bump_effect(A)
/obj/effect/visible_anomalous_particulate/Bumped(atom/movable/AM)
trigger_bump_effect(AM)
/obj/effect/visible_anomalous_particulate/attack_hand(mob/living/user, list/modifiers)
. = ..()
if(.)
return
trigger_bump_effect(user)
return TRUE
/obj/effect/visible_anomalous_particulate/proc/trigger_bump_effect(atom/A)
if(!isliving(A))
return
var/mob/living/victim = A
switch(bump_effect)
if(BLUESPACE) // Easy out of a department... but you'll be slow and unable to fight well for a minute.
to_chat(victim, "<span class='userdanger'>You feel like everything around you is moving twice as fast!</span>")
victim.apply_status_effect(STATUS_EFFECT_BLUESPACESLOWDOWN_LONG)
victim.Slowed(1 MINUTES, 1)
do_teleport(victim, get_turf(victim), 21, sound_in = 'sound/effects/phasein.ogg', safe_turf_pick = TRUE)
if(GRAV) // Yeet
to_chat(victim, "<span class='userdanger'>You bounce right off [src]!</span>")
var/atom/target = get_edge_target_turf(victim, get_dir(src, get_step_away(victim, src)))
victim.throw_at(target, 20, 3)
if(PYRO) // I mean yeah, hot
to_chat(victim, "<span class='danger'>[src] is perhaps a bit hot to the touch.</span>")
victim.adjust_fire_stacks(12)
victim.IgniteMob()
if(FLUX) // Shock them... or charge the cell in the item they are holding!
if(!ishuman(victim))
victim.electrocute_act(20, src, flags = SHOCK_NOGLOVES)
return
var/list/hand_items = list(victim.get_active_hand(), victim.get_inactive_hand())
var/charged_item = null
for(var/obj/item in hand_items)
if(istype(item, /obj/item/stock_parts/cell/))
var/obj/item/stock_parts/cell/C = item
C.charge = C.maxcharge
charged_item = C
break
else if(item.contents)
var/obj/I = null
for(I in item.contents)
if(istype(I, /obj/item/stock_parts/cell/))
var/obj/item/stock_parts/cell/C = I
C.charge = C.maxcharge
item.update_icon()
charged_item = item
break
if(!charged_item)
victim.electrocute_act(20, src, flags = SHOCK_NOGLOVES)
return
to_chat(victim, "<span class='notice'>[charged_item] suddenly feels very warm!</span>")
if(VORTEX) // sharp particulate
to_chat(victim, "<span class='userdanger'>As you pass through [src], sharp particulate cuts into you!</span>")
victim.adjustBruteLoss(30)
if(CRYO) // slowdown via cold
to_chat(victim, "<span class='userdanger'>As you pass through [src], you feel quite cold!</span>")
victim.adjust_bodytemperature(-230)
/obj/effect/visible_anomalous_particulate/examine(mob/user)
. = ..()
if(!ishuman(user))
return
if(hasHUD(user, ANOMALOUS_HUD))
to_chat(user, "<span class='warning'>Your protective gear shields you from the anomalous effects. Best not to look at it without them.</span>")
return
var/mob/living/carbon/human/victim = user
switch(examine_effect)
if(BLUESPACE) // Just a slowdown in spacetime
to_chat(victim, "<span class='userdanger'>[src] really begins to draw in your focus, time slips on by around you...</span>")
victim.apply_status_effect(STATUS_EFFECT_BLUESPACESLOWDOWN)
victim.Slowed(15 SECONDS, 1)
if(GRAV) // bonk to the head
to_chat(victim, "<span class='userdanger'>Your head hurts just looking at [src]!</span>")
victim.adjustBrainLoss(10)
if(PYRO) // Just a nice warm glow
to_chat(victim, "<span class='notice'>[src] gives off a nice warm glow.</span>")
if(FLUX) // Emp yourself. This can be considered a benefit.
to_chat(victim, "<span class='userdanger'>As you focus on [src], a shock travels through you and your electronics!</span>")
victim.emp_act(EMP_LIGHT)
if(VORTEX) // Darkness consumes you. Or your vision, for a moment
to_chat(victim, "<span class='userdanger'>[src] is so dark that... everything else kinda is.</span>")
victim.AdjustEyeBlind(5 SECONDS)
if(CRYO) // A cool refresher. Though a bit toxic.
to_chat(victim, "<span class='warning'>A cool feeling passes through you, closing your wounds. Feels... a bit off though...</span>")
victim.adjustBruteLoss(-10)
victim.adjustFireLoss(-20)
victim.adjustToxLoss(15)
victim.adjust_bodytemperature(-75)
/obj/effect/visible_anomalous_particulate/process()
var/turf/our_turf = get_turf(src)
var/area/to_be_modified = get_area(our_turf)
switch(process_effect)
if(BLUESPACE) // Condense a crystal now and then
if(prob(2))
visible_message( "<span class='notice'>A drop of blue particulate from [src] condenses into a shining crystal.</span>")
new /obj/item/stack/ore/bluespace_crystal/refined(get_turf(src))
if(GRAV) // Nice gravity. Invert it.
if(prob(1))
if(has_gravity(src, our_turf))
to_be_modified.gravitychange(FALSE, to_be_modified)
else
to_be_modified.gravitychange(TRUE, to_be_modified)
if(PYRO) // Keeps the room warm
var/datum/milla_safe/visible_anomalous_particulate/milla = new()
milla.invoke_async(src)
if(FLUX) // Science we need like 10 power cells please
if(to_be_modified.apc)
var/obj/machinery/power/apc/A = to_be_modified.apc[1]
if(A.operating && A.cell)
A.cell.charge = max(0, A.cell.charge - 25)
if(A.charging == APC_FULLY_CHARGED) // If the cell was full
A.charging = APC_IS_CHARGING // It's no longer full
// Vortex just has darkness, no process needed
if(CRYO) // A cool blue glow. AKA a radioactive one.
if(prob(33))
radiation_pulse(src, 1600, ALPHA_RAD)
radiation_pulse(src, 1600, BETA_RAD)
radiation_pulse(src, 1600, GAMMA_RAD)
/datum/milla_safe/visible_anomalous_particulate
/datum/milla_safe/visible_anomalous_particulate/on_run(obj/effect/visible_anomalous_particulate/source)
var/turf/simulated/L = get_turf(source)
if(!istype(L))
return
var/datum/gas_mixture/env = get_turf_air(L)
if(env.temperature() == 60 + T0C)
return
var/transfer_moles = 0.25 * env.total_moles()
var/datum/gas_mixture/removed = env.remove(transfer_moles)
if(!removed)
return
var/heat_capacity = removed.heat_capacity()
if(heat_capacity)
if(removed.temperature() < 60 + T0C)
removed.set_temperature(min(removed.temperature() + 80000 / heat_capacity, 1000))
else
removed.set_temperature(max(removed.temperature() - 80000 / heat_capacity, TCMB))
env.merge(removed)
/obj/effect/visible_anomalous_particulate/add_fingerprint(mob/living/M, ignoregloves)
return // No detective you can not scan the fucking influence to find out who touched it
#undef BLUESPACE
#undef GRAV
#undef PYRO
#undef FLUX
#undef CRYO
#undef VORTEX
/obj/effect/anomalous_particulate
name = "cloud of anomalous particulate"
icon_state = "hud_anom"
resistance_flags = FIRE_PROOF | UNACIDABLE | ACID_PROOF
invisibility = INVISIBILITY_LEVEL_TWO
hud_possible = list(ANOMALOUS_HUD)
/// Whether we're currently being drained or not.
var/being_drained = FALSE
/obj/effect/anomalous_particulate/Initialize(mapload)
. = ..()
GLOB.anomaly_smash_track.smashes += src
prepare_huds()
for(var/datum/atom_hud/data/anomalous/a_hud in GLOB.huds)
a_hud.add_to_hud(src)
do_hud_stuff()
/obj/effect/anomalous_particulate/Destroy()
GLOB.anomaly_smash_track.smashes -= src
return ..()
/obj/effect/anomalous_particulate/add_fingerprint(mob/living/M, ignoregloves)
return // No detective you can not scan the fucking influence to find out who touched it
/obj/effect/anomalous_particulate/attack_by(obj/item/attacking, mob/user, params)
if(..())
return FINISH_ATTACK
if(drain_with_device(user, attacking))
return FINISH_ATTACK
return ..()
/obj/effect/anomalous_particulate/proc/drain_with_device(mob/user, obj/item/ppp_processor/processor)
if(!istype(processor) || being_drained)
return FALSE
INVOKE_ASYNC(src, PROC_REF(drain_influence), user, processor)
return TRUE
/**
* Begin to drain the influence, setting being_drained,
* registering an examine signal, and beginning a do_after.
*
* If successful, the influence is drained and deleted.
*/
/obj/effect/anomalous_particulate/proc/drain_influence(mob/living/user, obj/item/ppp_processor/processor)
if(processor.clouds_processed >= 3)
to_chat(user, "<span class='warning'>Your PPPProcessor is full!</span>")
return
if(processor.clouds_processed == -1)
to_chat(user, "<span class='warning'>Your PPPProcessor has no canisters to collect particulate with!</span>")
return
being_drained = TRUE
to_chat(user, "<span class='notice'>Your PPPProcessor begins to energize and collect [src]...</span>")
if(!do_after(user, 10 SECONDS, target = src, hidden = TRUE))
being_drained = FALSE
return
// Aaand now we delete it
after_drain(user, processor)
/**
* Handle the effects of the drain.
*/
/obj/effect/anomalous_particulate/proc/after_drain(mob/living/user, obj/item/ppp_processor/processor)
if(user)
to_chat(user, "<span class='warning'>[src] begins to intensify!</span>")
new /obj/effect/visible_anomalous_particulate(drop_location())
processor.collect()
if(processor.clouds_processed >= 3)
to_chat(user, "<span class='notice'>[processor] has it's 3 canisters filled. Be sure to process the information!</span>")
GLOB.anomaly_smash_track.num_drained++
qdel(src)
#undef NUM_ANOM_PER_OBJ
+316 -4
View File
@@ -3,7 +3,7 @@
/obj/item/nuke_core
name = "plutonium core"
desc = "Extremely radioactive. Wear goggles."
icon = 'icons/obj/nuke_tools.dmi'
icon = 'icons/obj/theft_tools.dmi'
icon_state = "plutonium_core"
inhand_icon_state = "plutoniumcore"
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | ACID_PROOF
@@ -39,7 +39,7 @@
/obj/item/nuke_core_container
name = "nuke core container"
desc = "A lead-lined secure container produced by the Syndicate for the express purpose of extracting the valuable radioactive cores of nuclear weapons."
icon = 'icons/obj/nuke_tools.dmi'
icon = 'icons/obj/theft_tools.dmi'
icon_state = "core_container_empty"
inhand_icon_state = "syringe_kit"
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | ACID_PROOF //Don't want people trying to break it open with acid, then destroying the core.
@@ -349,7 +349,7 @@
/obj/item/scalpel/supermatter
name = "supermatter scalpel"
desc = "A scalpel with a fragile tip of condensed hyper-noblium gas, searingly cold to the touch, that can safely shave a sliver off a supermatter crystal."
icon = 'icons/obj/nuke_tools.dmi'
icon = 'icons/obj/theft_tools.dmi'
icon_state = "supermatter_scalpel"
toolspeed = 0.5
damtype = BURN
@@ -363,7 +363,7 @@
/obj/item/retractor/supermatter
name = "supermatter extraction tongs"
desc = "A pair of tongs made from condensed hyper-noblium gas, searingly cold to the touch, that can safely grip a supermatter sliver."
icon = 'icons/obj/nuke_tools.dmi'
icon = 'icons/obj/theft_tools.dmi'
icon_state = "supermatter_tongs"
lefthand_file = 'icons/mob/inhands/items_lefthand.dmi'
righthand_file = 'icons/mob/inhands/items_righthand.dmi'
@@ -440,3 +440,315 @@
)
QDEL_NULL(sliver)
update_icon(UPDATE_ICON_STATE)
// This device is used to analyze and trigger the particulate
/obj/item/ppp_processor
name = "\improper Prototype Portable Particulate Processor"
desc = "The Prototype Portable Particulate Processor, or PPPProcessor, for short, is a device designed to energize, collect, \
and process anomalous particulate."
icon = 'icons/obj/theft_tools.dmi'
icon_state = "PPP_Processor_0"
worn_icon_state = "gun"
inhand_icon_state = "gun"
lefthand_file = 'icons/mob/inhands/guns_lefthand.dmi'
righthand_file = 'icons/mob/inhands/guns_righthand.dmi'
force = 10
throwforce = 10
attack_verb = list("processed", "perforated", "pounded", "pasted", "proded", "punished", "plowed into", "pommeled", "pummeled", "penetrated", "probed", "pulsed", "pulverized", "pillaged", "persecuted", "pasted", "peppered", "plundered", "put down", "pushed")
origin_tech = "programming=6;plasma=6;syndicate=3"
new_attack_chain = TRUE
/// How many clouds have been processed?
var/clouds_processed = 0
/// Have we used it in hand to fully process the particulate and eject the canisters?
var/fully_processed_particulate = FALSE
/// Are we possibly processing particularly powerful packets?
var/presently_processing_particular_particultate = FALSE
/// The soundloop we use.
var/datum/looping_sound/kitchen/microwave/me_cro_wah_vey
/obj/item/ppp_processor/Initialize(mapload)
. = ..()
me_cro_wah_vey = new /datum/looping_sound/kitchen/microwave(list(src), FALSE)
/obj/item/ppp_processor/Destroy()
QDEL_NULL(me_cro_wah_vey)
return ..()
/obj/item/ppp_processor/examine(mob/user)
. = ..()
if(fully_processed_particulate)
. += "<span class='notice'>[src] has processed the data you now possess. All you need to do is present it after this shift.</span>"
return
if(clouds_processed < 3)
. += "<span class='notice'>[src] has only [clouds_processed] out of 3 samples.</span>"
if(clouds_processed == 3)
. += "<span class='notice'>[src] has all 3 samples. Use it in hand to process the particulate.</span>"
/obj/item/ppp_processor/activate_self(mob/user)
if(..())
return
if(fully_processed_particulate)
to_chat(user, "<span class='notice'>[src] has already processed and ejected the particulate canisters. Just make sure to escape with the processor!</span>")
return
if(clouds_processed < 3)
to_chat(user, "<span class='warning'>[src] has only [clouds_processed] out of 3 samples. You still need to collect more!</span>")
return
if(presently_processing_particular_particultate)
to_chat(user, "<span class='warning'>[src] is presently processing particularly powerful packets of your particular particulate. Wait for it to finish before proceeding.</span>")
return
to_chat(user, "<span class='notice'>[src] is presently processing the particulate. Please hold as processing finishes, and be aware it may eject collection canisters.</span>")
if(me_cro_wah_vey)
me_cro_wah_vey.start()
addtimer(CALLBACK(src, PROC_REF(perfectly_processed), user), 15 SECONDS)
presently_processing_particular_particultate = TRUE
/obj/item/ppp_processor/update_icon_state()
. = ..()
switch(clouds_processed)
if(-1)
icon_state = "PPP_Processor_-1"
if(0)
icon_state = "PPP_Processor_0"
if(1)
icon_state = "PPP_Processor_1"
if(2)
icon_state = "PPP_Processor_2"
if(3)
icon_state = "PPP_Processor_3"
/obj/item/ppp_processor/proc/collect()
clouds_processed++
update_icon()
/obj/item/ppp_processor/proc/perfectly_processed(mob/user)
if(!QDELETED(user))
to_chat(user, "<span class='notice'>[src] has perfectly processed the particulate. You may now use the canisters however you wish. Ensure the processor gets back to us.</span>")
me_cro_wah_vey.stop()
presently_processing_particular_particultate = FALSE
clouds_processed = -1
fully_processed_particulate = TRUE
update_icon()
var/list/potential_grenade_rewards = list()
potential_grenade_rewards += subtypesof(/obj/item/grenade/anomalous_canister)
potential_grenade_rewards += /obj/item/grenade/anomalous_canister
potential_grenade_rewards += /obj/effect/abstract/dummy_mini_spawner
potential_grenade_rewards -= /obj/item/grenade/anomalous_canister/mini
var/turf/our_turf = get_turf(src)
our_turf.visible_message("<span class='warning'>Three containers are ejected out of [src].</span>")
for(var/i in 1 to 3)
var/obj/item/new_toy = pick_n_take(potential_grenade_rewards)
new new_toy(get_turf(src))
/obj/item/clothing/glasses/hud/anomalous
name = "anomalous particulate scanner HUD"
desc = "A heads-up display that scans for anomalous particulate. Has a built in chameleon function, to help it blend in."
icon_state = "sunhudmed"
inhand_icon_state = "sunglasses"
hud_types = DATA_HUD_ANOMALOUS
var/datum/action/item_action/chameleon_change/chameleon_action
/obj/item/clothing/glasses/hud/anomalous/Initialize(mapload)
. = ..()
chameleon_action = new(src)
chameleon_action.chameleon_type = /obj/item/clothing/glasses
chameleon_action.chameleon_name = "HUD"
chameleon_action.chameleon_blacklist = list()
chameleon_action.initialize_disguises()
/obj/item/clothing/glasses/hud/anomalous/Destroy()
QDEL_NULL(chameleon_action)
return ..()
/obj/item/clothing/glasses/hud/anomalous/emp_act(severity)
. = ..()
chameleon_action.emp_randomise()
// The parent anomalous grenade type. Spawns a random anomaly.
/obj/item/grenade/anomalous_canister
name = "anomalous particulate canister"
desc = "This canister contains a cloud of charged anomalous particulate. It can be armed to create a temporary anomaly. \
Be careful, with a glass exterior, it may shatter early when thrown."
icon_state = "anomalous_canister"
inhand_icon_state = "emp"
origin_tech = "magnets=6;combat=6;syndicate=2"
/// The type of anomaly the canister will spawn.
var/obj/effect/anomaly/anomaly_type
/// The lifetime of the anomaly.
var/anomaly_lifetime = 45 SECONDS
/// How many anomalies the grenade will spawn
var/number_of_anomalies = 1
/// Have we primed? It contains a cloud of particulate matter. Breaking it is going to let the anomaly out.
var/has_primed = FALSE
/// Chance to be a varient that the glass will shatter when thrown earlier than expected. The smaller canisters are more metal spheres, and will not.
var/shatter_chance = 20
/obj/item/grenade/anomalous_canister/Initialize(mapload)
. = ..()
anomaly_type = pick(subtypesof(/obj/effect/anomaly))
if(prob(shatter_chance))
AddElement(/datum/element/shatters_when_thrown, /obj/effect/decal/cleanable/glass, 1, "shatter")
/obj/item/grenade/anomalous_canister/Destroy()
prime()
return ..()
/obj/item/grenade/anomalous_canister/prime()
if(has_primed)
return
has_primed = TRUE
var/turf/our_turf = get_turf(src)
our_turf.visible_message("<span class='danger'>[src] shatters open, the [(number_of_anomalies - 1) ? "clouds" : "cloud"] of particulate rapidly forming into something more!</span>")
playsound(src, "shatter", 70, TRUE)
update_mob()
for(var/i in 1 to number_of_anomalies)
var/obj/effect/anomaly/A = new anomaly_type(our_turf, anomaly_lifetime, FALSE)
A.anomalous_canister_setup()
if(!QDELETED(src))
qdel(src)
/obj/item/grenade/anomalous_canister/dual_core
name = "dual clouded anomalous particulate canister"
icon_state = "anomalous_canister_dual"
number_of_anomalies = 2
anomaly_lifetime = 30 SECONDS
/obj/item/grenade/anomalous_canister/dual_core/examine(mob/user)
. = ..()
. += "<span class='notice'>Two smaller clouds of particulate are swirling around in this canister. It will likely form into two anomalies.</span>"
/obj/item/grenade/anomalous_canister/condensed
name = "condensed anomalous particulate canister"
icon_state = "anomalous_canister_condensed"
anomaly_lifetime = 90 SECONDS
/obj/item/grenade/anomalous_canister/condensed/examine(mob/user)
. = ..()
. += "<span class='notice'>A large cloud of resiliant particulate is floating in this canister. It will last longer than other anomalies.</span>"
/obj/item/grenade/anomalous_canister/stabilized
name = "stabilized anomalous particulate canister"
desc = "The cloud of this particulate has stabilized enough for the computer to predict the anomaly it will condense into..."
icon_state = "anomalous_canister_stable"
/obj/item/grenade/anomalous_canister/stabilized/examine(mob/user)
. = ..()
. += "<span class='notice'>The predicted result for the cloud to condense into is displayed as \an [anomaly_type::name]!</span>"
/obj/effect/abstract/dummy_mini_spawner
/obj/effect/abstract/dummy_mini_spawner/Initialize(mapload)
. = ..()
var/turf/our_turf = get_turf(src)
our_turf.visible_message("<span class='warning'>One of the containers splits into 3 smaller capsules!</span>")
for(var/i in 1 to 3)
new /obj/item/grenade/anomalous_canister/mini(our_turf)
return INITIALIZE_HINT_QDEL
/obj/item/grenade/anomalous_canister/mini
name = "miniature anomalous particulate canister"
desc = "This small sphere contains a small cloud of particulate. Likely won't form an anomally, but should still have a noticable impact"
icon_state = "anomalous_canister_mini"
w_class = 1
shatter_chance = 0
/obj/item/grenade/anomalous_canister/mini/prime()
if(has_primed)
return
has_primed = TRUE
update_mob()
var/turf/our_turf = get_turf(src)
our_turf.visible_message("<span class='danger'>[src] activates and...</span>")
playsound(src, "shatter", 70, TRUE)
switch(anomaly_type)
if(/obj/effect/anomaly/bluespace) // Teleport and slow combat for 15
if(!is_teleport_allowed(z))
visible_message("<span class='warning'>[src]'s fragments begin rapidly vibrating and blink out of existence.</span>")
qdel(src)
return
for(var/mob/living/L in range(7, our_turf))
do_teleport(L, get_turf(L), 7, sound_in = 'sound/effects/phasein.ogg')
L.apply_status_effect(STATUS_EFFECT_BLUESPACESLOWDOWN)
if(/obj/effect/anomaly/flux) // shock
for(var/mob/living/L in view(7, our_turf))
L.Beam(get_turf(src), icon_state = "lightning[rand(1, 12)]", icon = 'icons/effects/effects.dmi', time = 5) // What? Why are we beaming from the mob to the turf? Turf to mob generates really odd results.
L.electrocute_act(20, "electrical blast", flags = SHOCK_NOGLOVES)
L.KnockDown(6 SECONDS)
if(/obj/effect/anomaly/grav) // repulse
var/list/thrownatoms = list()
var/atom/throwtarget
var/distfromcaster
for(var/turf/T in range(7, our_turf)) // Done this way so things don't get thrown all around hilariously.
for(var/atom/movable/AM in T)
thrownatoms += AM
for(var/am in thrownatoms)
var/atom/movable/AM = am
if(AM == src || AM.anchored || AM.move_resist == INFINITY)
continue
throwtarget = get_edge_target_turf(src, get_dir(src, get_step_away(AM, src)))
distfromcaster = get_dist(src, AM)
if(distfromcaster == 0)
if(isliving(AM))
var/mob/living/M = AM
M.Weaken(8 SECONDS)
M.adjustBruteLoss(5)
to_chat(M, "<span class='userdanger'>You're slammed into the floor by an anomalous force!</span>")
else
new /obj/effect/temp_visual/gravpush(get_turf(AM), get_dir(src, AM)) // created sparkles will disappear on their own
if(isliving(AM))
var/mob/living/M = AM
M.Weaken(3 SECONDS)
to_chat(M, "<span class='userdanger'>You're thrown back by a anomalous force!</span>")
spawn(0)
AM.throw_at(throwtarget, ((clamp((5 - (clamp(distfromcaster - 2, 0, distfromcaster))), 3, 5))), 1) // So stuff gets tossed around at the same time.
if(/obj/effect/anomaly/pyro) // burn
var/datum/gas_mixture/air = new()
air.set_temperature(1000)
air.set_toxins(20)
air.set_oxygen(20)
our_turf.blind_release_air(air)
for(var/mob/living/L in view(7, our_turf))
L.adjust_fire_stacks(6)
L.IgniteMob()
if(/obj/effect/anomaly/cryo) // weaker anomaly grenade
for(var/turf/simulated/floor/T in view(4, our_turf))
T.MakeSlippery(TURF_WET_ICE)
for(var/mob/living/carbon/C in T)
C.adjust_bodytemperature(-230)
C.apply_status_effect(/datum/status_effect/freon)
if(/obj/effect/anomaly/bhole) // big smoke that doesn't last as long as a smoke grenade
var/datum/effect_system/smoke_spread/smoke
smoke = new /datum/effect_system/smoke_spread/bad()
smoke.set_up(20, FALSE, src)
playsound(our_turf, 'sound/effects/smoke.ogg', 50, TRUE, -3)
smoke.start()
if(!QDELETED(src))
qdel(src)
/obj/item/paper/guides/antag/anomalous_particulate
name = "Particulate gathering instructions"
info = {"<b>Instructions on your new PPPProcessor and HUD</b><br>
<br>
First off, equip your glasses. You will need them to find the particulate. We heavily advise against losing them.<br>
<br>
This will allow you to identify the uncharged anomalous particulate aboard the station. It can be anywhere, stalk out rooms and or use cameras to find it.\
It will look like <b>purple sparkles, with a yellow and red square targeting highlight.</b><br>
<br>
Afterwords, approach the particulate with the PPPProcessor, and use it on the particulate. It will charge and capture a sample of it.<br>
<br>
<b>Warning:</b> Charged particulate is dangerous. Wear the goggles and leave the area. Try not to get caught in doing so.<br>
<br>
After collecting 3 diffrent unique samples (We will not accept a sample another agent has collected), use the scanner in hand to begin processing the particulate.<br>
<br>
After a short processing period, processing will be complete and you can bring the processor back to us. Additionally, 3 collection cansiters should eject.<br>
<br>
Feel free to use the canisters however you wish, they should be effective weapons, though do write down the results for us.
<br><hr>
<font size =\"1\"><i>We are not liable for any health conditions you may recive from scanning particulate or using the canisters.</i></font>
"}
@@ -518,6 +518,16 @@
new /obj/item/nuke_core_container/supermatter(src)
new /obj/item/paper/guides/antag/supermatter_sliver(src)
/obj/item/storage/box/syndie_kit/anomalous_particulate
desc = "It's just an ordinary box."
icon_state = "box"
/obj/item/storage/box/syndie_kit/anomalous_particulate/populate_contents()
new /obj/item/ppp_processor(src)
new /obj/item/clothing/glasses/hud/anomalous(src)
new /obj/item/paper/guides/antag/anomalous_particulate(src)
/obj/item/storage/box/syndie_kit/revolver
name = "\improper .357 revolver kit"