better alert levels, more computer functionality, less cheese, powergrids, etc

- Adds 'toggle falsewall' functionality to door control computer TESTED
- Adds teleport control computer with 'toggle beacon' functionality
TESTED
- Converts structure/fusionreactor to use obj_integrity by request of
uraniummeltdown TESTED
- Makes bluespace_beacon a permanent map feature (can be turned on/off
with agent ID) rather than a random spawn TESTED
- Deletes all other invulnerable structures (e.g comms structures) from
the map TESTED
- Makes depot use BLUE/RED/DELTA alert level system with appropriate
lighting TESTED
- Refactors raise_alert so it always says WHY the alert was raised
TESTED
- Gives syndicate officers unique names TESTED
- Adds area powergrids - main grid can be turned off to allow easy
crowbarring of doors, external lights/etc are on different network from
internal grid TESTED
- Adds powergrid alarm - syndie commms computer losing power increases
alert level TESTED
- Sentry bot now raises alert level if destroyed, or cheesed TESTED
- Overloaded fusion reactor now emits massive AoE fire effect to scare
the pants off players TESTED
- Syndie computer consoles now use varied icons, instead of all the same
icons TESTED
- Depot now contains many contraband posters TESTED
- Added more turrets and mobs to the SE area TESTED
This commit is contained in:
Kyep
2018-01-05 22:38:40 -08:00
parent 77157346f6
commit e6911e7c55
9 changed files with 355 additions and 219 deletions
+92
View File
@@ -0,0 +1,92 @@
/obj/structure/fusionreactor
name = "syndicate fusion reactor"
desc = ""
icon = 'icons/obj/device.dmi'
icon_state = "powersink1"
anchored = 1
max_integrity = 50
var/area/syndicate_depot/depotarea
/obj/structure/fusionreactor/New()
..()
depotarea = areaMaster
if(depotarea)
depotarea.reactor = src
/obj/structure/fusionreactor/ex_act(severity)
obj_integrity -= 10 * severity
healthcheck()
/obj/structure/fusionreactor/bullet_act(var/obj/item/projectile/Proj)
obj_integrity -= Proj.damage
..()
healthcheck()
/obj/structure/fusionreactor/proc/healthcheck()
if(obj_integrity <= 0)
overload(TRUE)
/obj/structure/fusionreactor/attackby(obj/item/I, mob/user, params)
if(iswrench(I))
playsound(loc, I.usesound, 50, 1)
to_chat(user, "<span class='notice'>The [src] is too well secured to the floor.</span>")
else if(isscrewdriver(I))
to_chat(user, "<span class='notice'>You try to screwdriver open [src], but accidentally release some radiation!</span>")
if(prob(50))
empulse(src, 4, 10)
else
for(var/mob/living/M in range(10, loc))
M.apply_effect(rand(5, 25), IRRADIATE)
else
return ..(I, user, params)
/obj/structure/fusionreactor/proc/overload(var/containment_failure)
var/obj/effect/overload/O = new /obj/effect/overload(get_turf(src))
if(containment_failure)
O.deliberate = TRUE
O.max_cycles = 7
qdel(src)
/obj/effect/overload
icon = 'icons/obj/tesla_engine/energy_ball.dmi'
icon_state = "energy_ball"
pixel_x = -32
pixel_y = -32
anchored = 1
var/cycles = 0
var/beepsound = 'sound/items/timer.ogg'
var/deliberate = FALSE
var/max_cycles = 15
var/max_fire_range = 6
var/area/syndicate_depot/depotarea
/obj/effect/overload/New()
..()
processing_objects.Add(src)
depotarea = areaMaster
if(depotarea)
if(!depotarea.used_self_destruct)
depotarea.used_self_destruct = TRUE // Silences all further alerts from this point onwards.
depotarea.updateicon()
/obj/effect/overload/process()
if(cycles < max_cycles)
if(!deliberate)
playsound(loc, beepsound, 50, 0)
cycles++
var/fire_range = cycles
if(max_fire_range > 6)
max_fire_range = 6
var/turf/T = get_turf(src)
for(var/turf/simulated/turf in range(fire_range, T))
new /obj/effect/hotspot(turf)
return
if(depotarea)
depotarea.destroyed = TRUE
depotarea.updateicon()
explosion(get_turf(src), 25, 35, 45, 55, 1, 1, 60, 0, 0)
processing_objects.Remove(src)
qdel(src)