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Merge pull request #7672 from Fox-McCloud/syndicate-bomb-refactor
Refactors Syndicate Bombs and Adds Chemical Bombs
This commit is contained in:
@@ -9,15 +9,19 @@
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var/atom/attached_to
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color = "#ff0000"
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var/text_size = 4
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var/started = 0
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var/started = FALSE
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invisibility = INVISIBILITY_OBSERVER
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anchored = 1
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layer = 5
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anchored = TRUE
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layer = GHOST_LAYER
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/obj/effect/countdown/New(atom/A)
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. = ..()
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attach(A)
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/obj/effect/countdown/examine(mob/user)
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. = ..()
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to_chat(user, "This countdown is displaying: [displayed_text]")
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/obj/effect/countdown/proc/attach(atom/A)
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attached_to = A
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loc = get_turf(A)
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@@ -25,13 +29,13 @@
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/obj/effect/countdown/proc/start()
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if(!started)
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fast_processing += src
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started = 1
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started = TRUE
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/obj/effect/countdown/proc/stop()
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if(started)
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maptext = null
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fast_processing -= src
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started = 0
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started = FALSE
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/obj/effect/countdown/proc/get_value()
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// Get the value from our atom
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@@ -56,6 +60,19 @@
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fast_processing -= src
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return ..()
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/obj/effect/countdown/ex_act(severity) //immune to explosions
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return
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/obj/effect/countdown/syndicatebomb
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name = "syndicate bomb countdown"
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/obj/effect/countdown/syndicatebomb/get_value()
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var/obj/machinery/syndicatebomb/S = attached_to
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if(!istype(S))
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return
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else if(S.active)
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return S.seconds_remaining()
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/obj/effect/countdown/clonepod
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name = "cloning pod countdown"
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text_size = 1
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@@ -324,6 +324,30 @@
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/obj/item/stack/rods = 1)
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category = CAT_MISC
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/datum/crafting_recipe/chemical_payload
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name = "Chemical Payload (C4)"
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result = /obj/item/weapon/bombcore/chemical
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reqs = list(
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/obj/item/weapon/stock_parts/matter_bin = 1,
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/obj/item/weapon/grenade/plastic/c4 = 1,
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/obj/item/weapon/grenade/chem_grenade = 2
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)
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parts = list(/obj/item/weapon/stock_parts/matter_bin = 1, /obj/item/weapon/grenade/chem_grenade = 2)
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time = 30
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category = CAT_WEAPON
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/datum/crafting_recipe/chemical_payload2
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name = "Chemical Payload (gibtonite)"
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result = /obj/item/weapon/bombcore/chemical
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reqs = list(
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/obj/item/weapon/stock_parts/matter_bin = 1,
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/obj/item/weapon/twohanded/required/gibtonite = 1,
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/obj/item/weapon/grenade/chem_grenade = 2
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)
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parts = list(/obj/item/weapon/stock_parts/matter_bin = 1, /obj/item/weapon/grenade/chem_grenade = 2)
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time = 50
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category = CAT_WEAPON
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/datum/crafting_recipe/bonfire
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name = "Bonfire"
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time = 60
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@@ -0,0 +1,78 @@
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// Replaces chemgrenade stuff, allowing reagent explosions to be called from anywhere.
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// It should be called using a location, the range, and a list of reagents involved.
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// Threatscale is a multiplier for the 'threat' of the grenade. If you're increasing the affected range drastically, you might want to improve this.
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// Extra heat affects the temperature of the mixture, and may cause it to react in different ways.
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/proc/chem_splash(turf/epicenter, affected_range = 3, list/datum/reagents/reactants = list(), extra_heat = 0, threatscale = 1, adminlog = 1)
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if(!isturf(epicenter) || !reactants.len || threatscale <= 0)
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return
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var/has_reagents
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var/total_reagents
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for(var/datum/reagents/R in reactants)
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if(R.total_volume)
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has_reagents = 1
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total_reagents += R.total_volume
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if(!has_reagents)
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return
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var/datum/reagents/splash_holder = new/datum/reagents(total_reagents*threatscale)
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splash_holder.my_atom = epicenter // For some reason this is setting my_atom to null, and causing runtime errors.
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var/total_temp = 0
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for(var/datum/reagents/R in reactants)
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R.trans_to(splash_holder, R.total_volume, threatscale, 1, 1)
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total_temp += R.chem_temp
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splash_holder.chem_temp = (total_temp/reactants.len) + extra_heat // Average temperature of reagents + extra heat.
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splash_holder.handle_reactions() // React them now.
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if(splash_holder.total_volume && affected_range >= 0) //The possible reactions didnt use up all reagents, so we spread it around.
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var/datum/effect/system/steam_spread/steam = new /datum/effect/system/steam_spread()
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steam.set_up(10, 0, epicenter)
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steam.attach(epicenter)
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steam.start()
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var/list/viewable = view(affected_range, epicenter)
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var/list/accessible = list(epicenter)
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for(var/i=1; i<=affected_range; i++)
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var/list/turflist = list()
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for(var/turf/T in (orange(i, epicenter) - orange(i-1, epicenter)))
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turflist |= T
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for(var/turf/T in turflist)
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if( !(get_dir(T,epicenter) in cardinal) && (abs(T.x - epicenter.x) == abs(T.y - epicenter.y) ))
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turflist.Remove(T)
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turflist.Add(T) // we move the purely diagonal turfs to the end of the list.
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for(var/turf/T in turflist)
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if(accessible[T])
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continue
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for(var/thing in T.GetAtmosAdjacentTurfs(alldir = TRUE))
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var/turf/NT = thing
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if(!(NT in accessible))
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continue
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if(!(get_dir(T,NT) in cardinal))
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continue
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accessible[T] = 1
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break
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var/list/reactable = accessible
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for(var/turf/T in accessible)
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for(var/atom/A in T.GetAllContents())
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if(!(A in viewable))
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continue
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reactable |= A
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if(extra_heat >= 300)
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T.hotspot_expose(extra_heat*2, 5)
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if(!reactable.len) //Nothing to react with. Probably means we're in nullspace.
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return
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for(var/thing in reactable)
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var/atom/A = thing
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var/distance = max(1,get_dist(A, epicenter))
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var/fraction = 0.5/(2 ** distance) //50/25/12/6... for a 200u splash, 25/12/6/3... for a 100u, 12/6/3/1 for a 50u
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splash_holder.reaction(A, TOUCH, fraction)
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qdel(splash_holder)
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return 1
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@@ -108,7 +108,7 @@ var/const/INGEST = 2
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return the_id
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/datum/reagents/proc/trans_to(target, amount=1, multiplier=1, preserve_data=1)//if preserve_data=0, the reagents data will be lost. Usefull if you use data for some strange stuff and don't want it to be transferred.
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/datum/reagents/proc/trans_to(target, amount=1, multiplier=1, preserve_data=1, no_react = 0)//if preserve_data=0, the reagents data will be lost. Usefull if you use data for some strange stuff and don't want it to be transferred.
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if(!target)
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return
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if(total_volume <= 0)
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@@ -143,13 +143,14 @@ var/const/INGEST = 2
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if(preserve_data)
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trans_data = copy_data(current_reagent)
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R.add_reagent(current_reagent.id, (current_reagent_transfer * multiplier), trans_data, chem_temp)
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R.add_reagent(current_reagent.id, (current_reagent_transfer * multiplier), trans_data, chem_temp, no_react = 1)
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remove_reagent(current_reagent.id, current_reagent_transfer)
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update_total()
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R.update_total()
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R.handle_reactions()
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handle_reactions()
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if(!no_react)
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R.handle_reactions()
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handle_reactions()
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return amount
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/datum/reagents/proc/copy_to(obj/target, amount=1, multiplier=1, preserve_data=1, safety = 0)
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@@ -537,7 +538,7 @@ var/const/INGEST = 2
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var/amt = list_reagents[r_id]
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add_reagent(r_id, amt, data)
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/datum/reagents/proc/add_reagent(reagent, amount, list/data=null, reagtemp = 300)
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/datum/reagents/proc/add_reagent(reagent, amount, list/data=null, reagtemp = 300, no_react = 0)
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if(!isnum(amount))
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return 1
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update_total()
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@@ -554,7 +555,8 @@ var/const/INGEST = 2
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update_total()
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my_atom.on_reagent_change()
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R.on_merge(data)
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handle_reactions()
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if(!no_react)
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handle_reactions()
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return 0
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var/datum/reagent/D = chemical_reagents_list[reagent]
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@@ -570,7 +572,8 @@ var/const/INGEST = 2
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update_total()
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my_atom.on_reagent_change()
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handle_reactions()
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if(!no_react)
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handle_reactions()
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return 0
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else
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warning("[my_atom] attempted to add a reagent called '[reagent]' which doesn't exist. ([usr])")
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@@ -40,7 +40,8 @@
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/obj/machinery/biogenerator,
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/obj/machinery/hydroponics,
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/obj/machinery/constructable_frame,
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/obj/machinery/icemachine)
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/obj/machinery/icemachine,
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/obj/item/weapon/bombcore/chemical)
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/obj/item/weapon/reagent_containers/glass/New()
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..()
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@@ -29,6 +29,7 @@
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/obj/structure/reagent_dispensers/proc/boom()
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visible_message("<span class='danger'>[src] ruptures!</span>")
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chem_splash(loc, 5, list(reagents))
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qdel(src)
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/obj/structure/reagent_dispensers/ex_act(severity)
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@@ -53,15 +54,6 @@
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desc = "A water tank."
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icon_state = "water"
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/obj/structure/reagent_dispensers/watertank/boom()
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playsound(loc, 'sound/effects/spray2.ogg', 50, 1, -6)
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new /obj/effect/effect/water(loc)
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for(var/turf/simulated/T in view(5, loc))
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T.MakeSlippery()
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for(var/mob/living/L in T)
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L.adjust_fire_stacks(-20)
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..()
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/obj/structure/reagent_dispensers/watertank/high
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name = "high-capacity water tank"
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desc = "A highly-pressurized water tank made to hold gargantuan amounts of water.."
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@@ -80,6 +80,36 @@
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build_path = /obj/item/weapon/grenade/chem_grenade/large
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category = list("Weapons")
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/datum/design/pyro_grenade
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name = "Pyro Grenade"
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desc = "An advanced grenade that is able to self ignite its mixture."
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id = "pyro_Grenade"
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req_tech = list("combat" = 4, "engineering" = 4)
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build_type = PROTOLATHE
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materials = list(MAT_METAL = 2000, MAT_PLASMA = 500)
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build_path = /obj/item/weapon/grenade/chem_grenade/pyro
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category = list("Weapons")
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/datum/design/cryo_grenade
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name = "Cryo Grenade"
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desc = "An advanced grenade that rapidly cools its contents upon detonation."
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id = "cryo_Grenade"
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req_tech = list("combat" = 3, "materials" = 3)
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build_type = PROTOLATHE
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materials = list(MAT_METAL = 2000, MAT_SILVER = 500)
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build_path = /obj/item/weapon/grenade/chem_grenade/cryo
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category = list("Weapons")
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/datum/design/adv_grenade
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name = "Advanced Release Grenade"
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desc = "An advanced grenade that can be detonated several times, best used with a repeating igniter."
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id = "adv_Grenade"
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req_tech = list("combat" = 3, "engineering" = 4)
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build_type = PROTOLATHE
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materials = list(MAT_METAL = 3000, MAT_GLASS = 500)
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build_path = /obj/item/weapon/grenade/chem_grenade/adv_release
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category = list("Weapons")
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/datum/design/tele_shield
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name = "Telescopic Riot Shield"
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desc = "An advanced riot shield made of lightweight materials that collapses for easy storage."
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