Cryogenic anomalies & armor (#21603)

* cryogenic anomaly

* sprite

* reactive gelidic armor

* america number 1 raaah

* sprite (thanks atp)

* qwerty suggestion

* floor freezing

* Update code/game/objects/effects/anomalies.dm

Co-authored-by: SteelSlayer <42044220+SteelSlayer@users.noreply.github.com>

* steel review commit 2

* whitespace apparently? idk

* whitespace fix (real)

* vetus

* Update code/game/objects/effects/anomalies.dm

Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com>

* Update code/game/objects/effects/anomalies.dm

Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com>

* Update code/game/objects/effects/anomalies.dm

Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com>

* Update code/modules/clothing/suits/armor_suits.dm

Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com>

* Update code/modules/clothing/suits/armor_suits.dm

Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com>

* Update code/modules/mob/living/simple_animal/hostile/megafauna/ancient_robot.dm

Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>

* early return thing

---------

Co-authored-by: SteelSlayer <42044220+SteelSlayer@users.noreply.github.com>
Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com>
Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
This commit is contained in:
JimKil3
2023-07-24 09:11:21 -05:00
committed by GitHub
parent 0750ffb31d
commit bcea9d3377
16 changed files with 177 additions and 23 deletions
@@ -138,6 +138,9 @@
if(flag & LINDA_SPAWN_HEAT)
G.temperature += 1000
if(flag & LINDA_SPAWN_COLD)
G.temperature = TCMB
if(flag & LINDA_SPAWN_TOXINS)
G.toxins += amount
@@ -517,6 +517,54 @@
return TRUE
return FALSE
/obj/item/clothing/suit/armor/reactive/cryo
name = "reactive gelidic armor" //is "gelidic" a word? probably not, but it sounds cool
desc = "This armor harnesses a cryogenic anomaly core to defend its user from the cold and attacks alike. Its unstable thermal regulation system occasionally vents gasses."
/obj/item/clothing/suit/armor/reactive/cryo/equipped(mob/user, slot)
..()
if(slot != slot_wear_suit)
return
ADD_TRAIT(user, TRAIT_RESISTCOLD, "[UID()]")
/obj/item/clothing/suit/armor/reactive/cryo/dropped(mob/user, silent)
..()
REMOVE_TRAIT(user, TRAIT_RESISTCOLD, "[UID()]")
/obj/item/clothing/suit/armor/reactive/cryo/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
if(!active)
return FALSE
if(reaction_check(hitby) && use_power())
owner.visible_message("<span class='danger'>[src] blocks [attack_text], sending out freezing bolts!</span>")
for(var/mob/M in oview(get_turf(src), 7))
shootAt(M)
if(prob(10)) //rarely vent gasses
owner.visible_message("<span class='warning'>[src] vents excess coolant!</span>")
playsound(loc, 'sound/effects/refill.ogg', 50, TRUE)
var/turf/simulated/T = get_turf(src)
if(istype(T))
T.atmos_spawn_air(LINDA_SPAWN_COLD | LINDA_SPAWN_N2O | LINDA_SPAWN_CO2, 20)
disable(rand(1, 3))
return TRUE
return FALSE
/obj/item/clothing/suit/armor/reactive/cryo/proc/shootAt(atom/movable/target)
var/turf/T = get_turf(src)
var/turf/U = get_turf(target)
if(!T || !U)
return
var/obj/item/projectile/temp/basilisk/O = new /obj/item/projectile/temp/basilisk(T)
playsound(get_turf(src), 'sound/weapons/taser2.ogg', 75, TRUE)
O.current = T
O.yo = U.y - T.y
O.xo = U.x - T.x
O.fire()
/obj/item/clothing/suit/armor/reactive/stealth
name = "reactive stealth armor"
+8
View File
@@ -0,0 +1,8 @@
/datum/event/anomaly/anomaly_cryo
name = "Anomaly: Cryogenic"
startWhen = 3
announceWhen = 10
anomaly_path = /obj/effect/anomaly/cryo
/datum/event/anomaly/anomaly_cryo/announce()
GLOB.minor_announcement.Announce("Cryogenic anomaly detected on long range scanners. Expected location: [impact_area.name].", "Anomaly Alert", 'sound/AI/anomaly_pyro.ogg')
+1 -1
View File
@@ -5,4 +5,4 @@
anomaly_path = /obj/effect/anomaly/pyro
/datum/event/anomaly/anomaly_pyro/announce()
GLOB.minor_announcement.Announce("Atmospheric anomaly detected on long range scanners. Expected location: [impact_area.name].", "Anomaly Alert", 'sound/AI/anomaly_pyro.ogg')
GLOB.minor_announcement.Announce("Pyroclastic anomaly detected on long range scanners. Expected location: [impact_area.name].", "Anomaly Alert", 'sound/AI/anomaly_pyro.ogg')
+2 -1
View File
@@ -70,7 +70,7 @@ GLOBAL_LIST_EMPTY(event_last_fired)
for(var/event_meta in last_event_time) if(possible_events[event_meta])
var/time_passed = world.time - GLOB.event_last_fired[event_meta]
var/half_of_round = GLOB.configuration.event.expected_round_length / 2
var/weight_modifier = min(1, 1 - ((half_of_round - time_passed) / half_of_round))
var/weight_modifier = min(1, 1 - ((half_of_round - time_passed) / half_of_round))
//With this formula, an event ran 30 minutes ago has half weight, and an event ran an hour ago, has 100 % weight. This works better in general for events, as super high weight events are impacted in a meaningful way.
var/new_weight = max(possible_events[event_meta] * weight_modifier, 0)
if(new_weight)
@@ -179,6 +179,7 @@ GLOBAL_LIST_EMPTY(event_last_fired)
new /datum/event_meta(EVENT_LEVEL_MODERATE, "Vent Clog", /datum/event/vent_clog, 250),
new /datum/event_meta(EVENT_LEVEL_MODERATE, "Wormholes", /datum/event/wormholes, 150),
new /datum/event_meta(EVENT_LEVEL_MODERATE, "Pyro Anomaly", /datum/event/anomaly/anomaly_pyro, 75, list(ASSIGNMENT_ENGINEER = 60)),
new /datum/event_meta(EVENT_LEVEL_MODERATE, "Cryo Anomaly", /datum/event/anomaly/anomaly_cryo, 75, list(ASSIGNMENT_ENGINEER = 60)),
new /datum/event_meta(EVENT_LEVEL_MODERATE, "Vortex Anomaly", /datum/event/anomaly/anomaly_vortex, 75, list(ASSIGNMENT_ENGINEER = 25)),
new /datum/event_meta(EVENT_LEVEL_MODERATE, "Bluespace Anomaly", /datum/event/anomaly/anomaly_bluespace, 75, list(ASSIGNMENT_ENGINEER = 25)),
new /datum/event_meta(EVENT_LEVEL_MODERATE, "Flux Anomaly", /datum/event/anomaly/anomaly_flux, 75, list(ASSIGNMENT_ENGINEER = 50)),
@@ -6,6 +6,7 @@
#define PYRO 3
#define FLUX 4
#define VORTEX 5
#define CRYO 6
#define TOP_RIGHT 1
#define TOP_LEFT 2
#define BOTTOM_RIGHT 3
@@ -101,7 +102,7 @@ Difficulty: Hard
BR = new /mob/living/simple_animal/hostile/ancient_robot_leg(loc, src, BOTTOM_RIGHT)
BL = new /mob/living/simple_animal/hostile/ancient_robot_leg(loc, src, BOTTOM_LEFT)
beam = new /obj/effect/abstract(loc)
mode = pick(BLUESPACE, GRAV, PYRO, FLUX, VORTEX) //picks one of the 5 cores.
mode = pick(BLUESPACE, GRAV, PYRO, FLUX, VORTEX, CRYO) //picks one of the 6 cores
if(mode == FLUX) // Main attack is shock, so flux makes it stronger
melee_damage_lower = 25
melee_damage_upper = 25
@@ -160,6 +161,8 @@ Difficulty: Hard
core_type = /obj/item/assembly/signaler/anomaly/flux
if(VORTEX)
core_type = /obj/item/assembly/signaler/anomaly/vortex
if(CRYO)
core_type = /obj/item/assembly/signaler/anomaly/cryo
var/crate_type = pick(loot)
var/obj/structure/closet/crate/C = new crate_type(loc)
@@ -345,6 +348,10 @@ Difficulty: Hard
for(var/turf/turf in range(9,get_turf(target)))
if(prob(15))
new /obj/effect/temp_visual/target/ancient(turf)
if(CRYO)
visible_message("<span class='danger'>[src]'s shell opens slightly, as sensors begin locking on to everyone around it!</span>")
for(var/mob/living/carbon/human/H in view(7, src))
H.apply_status_effect(STATUS_EFFECT_CRYO_BEAM, src)
/mob/living/simple_animal/hostile/megafauna/ancient_robot/proc/spawn_anomalies()
say(pick("JKVRUEOTM XGC VUCKX", "KXXUX OT GTUSGRE IUTZGOTSKTZ", "YZGHOROZE OT OTYZGHOROZE OT YZGHOROZE OT OTYZGH-"))
@@ -373,6 +380,8 @@ Difficulty: Hard
A.knockdown = TRUE
if(VORTEX)
new /obj/effect/anomaly/bhole(spot, 150, FALSE)
if(CRYO)
new /obj/effect/anomaly/cryo(spot, 150, FALSE)
anomalies++
return
@@ -518,6 +527,14 @@ Difficulty: Hard
for(var/atom/A in T)
A.ex_act(3) //Body is immune to explosions of this strength.
T.ex_act(3)
if(mode == CRYO)
var/turf/simulated/S = get_turf(src)
S.MakeSlippery(TURF_WET_ICE)
for(var/turf/T in range (1, src))
new /obj/effect/snowcloud(T)
for(var/mob/living/carbon/C in T.contents)
C.bodytemperature = max(0, C.bodytemperature - 300) //Take a chill pill.
C.apply_status_effect(/datum/status_effect/freon/watcher) // 0.8 seconds of no moving, should be funny.
beam.forceMove(get_turf(src))
return ..()
@@ -775,4 +792,5 @@ Difficulty: Hard
#undef GRAV
#undef PYRO
#undef FLUX
#undef CRYO
#undef VORTEX
+15 -14
View File
@@ -24,6 +24,13 @@
anomaly_type = /obj/effect/anomaly/pyro
origin_tech = "plasmatech=7"
/obj/item/assembly/signaler/anomaly/cryo
name = "\improper cryogenic anomaly core"
desc = "The neutralized core of a cryogenic anomaly. Rime is forming on its cold surface. It'd probably be valuable for research."
icon_state = "cryo_core"
anomaly_type = /obj/effect/anomaly/cryo
origin_tech = "biotech=7"
/obj/item/assembly/signaler/anomaly/grav
name = "\improper gravitational anomaly core"
desc = "The neutralized core of a gravitational anomaly. It feels much heavier than it looks. It'd probably be valuable for research."
@@ -57,7 +64,7 @@
/obj/item/assembly/signaler/anomaly/random/New()
..()
var/list/types = list(/obj/item/assembly/signaler/anomaly/pyro, /obj/item/assembly/signaler/anomaly/grav, /obj/item/assembly/signaler/anomaly/flux, /obj/item/assembly/signaler/anomaly/bluespace, /obj/item/assembly/signaler/anomaly/vortex)
var/list/types = list(/obj/item/assembly/signaler/anomaly/pyro, /obj/item/assembly/signaler/anomaly/cryo, /obj/item/assembly/signaler/anomaly/grav, /obj/item/assembly/signaler/anomaly/flux, /obj/item/assembly/signaler/anomaly/bluespace, /obj/item/assembly/signaler/anomaly/vortex)
var/A = pick(types)
new A(loc)
qdel(src)
@@ -74,23 +81,17 @@
/obj/item/assembly/signaler/anomaly/grav = /obj/item/clothing/suit/armor/reactive/repulse,
/obj/item/assembly/signaler/anomaly/flux = /obj/item/clothing/suit/armor/reactive/tesla,
/obj/item/assembly/signaler/anomaly/bluespace = /obj/item/clothing/suit/armor/reactive/teleport,
/obj/item/assembly/signaler/anomaly/pyro = /obj/item/clothing/suit/armor/reactive/fire
/obj/item/assembly/signaler/anomaly/pyro = /obj/item/clothing/suit/armor/reactive/fire,
/obj/item/assembly/signaler/anomaly/cryo = /obj/item/clothing/suit/armor/reactive/cryo,
/obj/item/assembly/signaler/anomaly/vortex = /obj/item/clothing/suit/armor/reactive/stealth
)
if(istype(I, /obj/item/assembly/signaler/anomaly))
var/obj/item/assembly/signaler/anomaly/A = I
var/armour_path = /obj/item/clothing/suit/armor/reactive/stealth //Fallback
if(istype(I, /obj/item/assembly/signaler/anomaly/grav))
armour_path = /obj/item/clothing/suit/armor/reactive/repulse
if(istype(I, /obj/item/assembly/signaler/anomaly/flux))
armour_path = /obj/item/clothing/suit/armor/reactive/tesla
if(istype(I, /obj/item/assembly/signaler/anomaly/bluespace))
armour_path = /obj/item/clothing/suit/armor/reactive/teleport
if(istype(I, /obj/item/assembly/signaler/anomaly/pyro))
armour_path = /obj/item/clothing/suit/armor/reactive/fire
if(istype(I, /obj/item/assembly/signaler/anomaly/vortex))
armour_path = /obj/item/clothing/suit/armor/reactive/stealth // Vortex needs one, this is just temporary(TM) till one is coded for them.
to_chat(user, "<span class='notice'>You insert [A] into the chest plate, and the armour gently hums to life.</span>")
var/armour_path = anomaly_armour_types[A.type]
if(!armour_path)
armour_path = /obj/item/clothing/suit/armor/reactive/stealth //Fallback
to_chat(user, "<span class='notice'>You insert [A] into the chest plate, and the armor gently hums to life.</span>")
new armour_path(get_turf(src))
qdel(src)
qdel(A)