/obj/singularity name = "gravitational singularity" desc = "A gravitational singularity." icon = 'icons/obj/singularity.dmi' icon_state = "singularity_s1" anchored = TRUE density = TRUE layer = MASSIVE_OBJ_LAYER light_range = 6 appearance_flags = LONG_GLIDE var/current_size = 1 var/allowed_size = 1 var/energy = 100 //How strong are we? var/dissipate = 1 //Do we lose energy over time? var/dissipate_delay = 10 var/dissipate_track = 0 var/dissipate_strength = 1 //How much energy do we lose? var/move_self = TRUE //Do we move on our own? var/grav_pull = 4 //How many tiles out do we pull? move_resist = INFINITY //no, you don't get to push the singulo. Not even you OP wizard gateway statues var/consume_range = 0 //How many tiles out do we eat var/event_chance = 15 //Prob for event each tick var/target = null //its target. moves towards the target if it has one var/last_failed_movement = 0//Will not move in the same dir if it couldnt before, will help with the getting stuck on fields thing var/last_warning var/consumedSupermatter = 0 //If the singularity has eaten a supermatter shard and can go to stage six allow_spin = 0 resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF | FREEZE_PROOF /obj/singularity/Initialize(mapload, starting_energy = 50) . = ..() //CARN: admin-alert for chuckle-fuckery. admin_investigate_setup() energy = starting_energy START_PROCESSING(SSobj, src) GLOB.poi_list |= src GLOB.singularities += src for(var/obj/machinery/power/singularity_beacon/singubeacon in GLOB.machines) if(singubeacon.active) target = singubeacon break /obj/singularity/Destroy() STOP_PROCESSING(SSobj, src) GLOB.poi_list.Remove(src) GLOB.singularities -= src target = null return ..() /obj/singularity/Move(atom/newloc, direct) if(current_size >= STAGE_FIVE || check_turfs_in(direct)) last_failed_movement = 0//Reset this because we moved return ..() else last_failed_movement = direct return 0 /obj/singularity/attack_hand(mob/user) consume(user) return 1 /obj/singularity/attack_alien(mob/user) consume(user) /obj/singularity/attack_animal(mob/user) consume(user) /obj/singularity/attackby(obj/item/W, mob/user, params) consume(user) return 1 /obj/singularity/Process_Spacemove() //The singularity stops drifting for no man! return 0 /obj/singularity/blob_act(obj/structure/blob/B) return /obj/singularity/ex_act(severity) switch(severity) if(1) if(current_size <= STAGE_TWO) investigate_log("has been destroyed by a heavy explosion.","singulo") qdel(src) return else energy -= round(((energy+1)/2),1) if(2) energy -= round(((energy+1)/3),1) if(3) energy -= round(((energy+1)/4),1) return /obj/singularity/bullet_act(obj/item/projectile/P) qdel(P) return 0 //Will there be an impact? Who knows. Will we see it? No. /obj/singularity/Bump(atom/A) consume(A) return /obj/singularity/Bumped(atom/A) consume(A) return /obj/singularity/process() if(allowed_size >= STAGE_TWO) // Start moving even before we reach "true" stage two. // If we are stage one and are sufficiently energetic to be allowed to 2, // it might mean we are stuck in a corner somewere. So move around to try to expand. move() if(current_size >= STAGE_TWO) radiation_pulse(src, min(5000, (energy * 4.5) + 1000), RAD_DISTANCE_COEFFICIENT * 0.1) if(prob(event_chance))//Chance for it to run a special event TODO:Come up with one or two more that fit event() eat() dissipate() check_energy() return /obj/singularity/attack_ai() //to prevent ais from gibbing themselves when they click on one. return /obj/singularity/proc/admin_investigate_setup() last_warning = world.time var/count = locate(/obj/machinery/field/containment) in urange(30, src, 1) if(!count) message_admins("A singularity has been created without containment fields active at [x], [y], [z] (JMP)") investigate_log("was created. [count?"":"No containment fields were active"]","singulo") /obj/singularity/proc/dissipate() if(!dissipate) return if(dissipate_track >= dissipate_delay) src.energy -= dissipate_strength dissipate_track = 0 else dissipate_track++ /obj/singularity/proc/expand(force_size = 0) var/temp_allowed_size = src.allowed_size if(force_size) temp_allowed_size = force_size if(temp_allowed_size >= STAGE_SIX && !consumedSupermatter) temp_allowed_size = STAGE_FIVE switch(temp_allowed_size) if(STAGE_ONE) current_size = STAGE_ONE icon = 'icons/obj/singularity.dmi' icon_state = "singularity_s1" pixel_x = 0 pixel_y = 0 grav_pull = 4 consume_range = 0 dissipate_delay = 10 dissipate_track = 0 dissipate_strength = 1 if(STAGE_TWO) if((check_turfs_in(1,1))&&(check_turfs_in(2,1))&&(check_turfs_in(4,1))&&(check_turfs_in(8,1))) current_size = STAGE_TWO icon = 'icons/effects/96x96.dmi' icon_state = "singularity_s3" pixel_x = -32 pixel_y = -32 grav_pull = 6 consume_range = 1 dissipate_delay = 5 dissipate_track = 0 dissipate_strength = 5 if(STAGE_THREE) if((check_turfs_in(1,2))&&(check_turfs_in(2,2))&&(check_turfs_in(4,2))&&(check_turfs_in(8,2))) current_size = STAGE_THREE icon = 'icons/effects/160x160.dmi' icon_state = "singularity_s5" pixel_x = -64 pixel_y = -64 grav_pull = 8 consume_range = 2 dissipate_delay = 4 dissipate_track = 0 dissipate_strength = 20 if(STAGE_FOUR) if((check_turfs_in(1,3))&&(check_turfs_in(2,3))&&(check_turfs_in(4,3))&&(check_turfs_in(8,3))) current_size = STAGE_FOUR icon = 'icons/effects/224x224.dmi' icon_state = "singularity_s7" pixel_x = -96 pixel_y = -96 grav_pull = 10 consume_range = 3 dissipate_delay = 10 dissipate_track = 0 dissipate_strength = 10 if(STAGE_FIVE)//this one also lacks a check for gens because it eats everything current_size = STAGE_FIVE icon = 'icons/effects/288x288.dmi' icon_state = "singularity_s9" pixel_x = -128 pixel_y = -128 grav_pull = 10 consume_range = 4 dissipate = 0 //It cant go smaller due to e loss if(STAGE_SIX) //This only happens if a stage 5 singulo consumes a supermatter shard. current_size = STAGE_SIX icon = 'icons/effects/352x352.dmi' icon_state = "singularity_s11" pixel_x = -160 pixel_y = -160 grav_pull = 15 consume_range = 5 dissipate = 0 if(current_size == allowed_size) investigate_log("grew to size [current_size]","singulo") return 1 else if(current_size < (--temp_allowed_size)) expand(temp_allowed_size) else return 0 /obj/singularity/proc/check_energy() if(energy <= 0) investigate_log("collapsed.","singulo") qdel(src) return 0 switch(energy)//Some of these numbers might need to be changed up later -Mport if(1 to 199) allowed_size = STAGE_ONE if(200 to 499) allowed_size = STAGE_TWO if(500 to 999) allowed_size = STAGE_THREE if(1000 to 1999) allowed_size = STAGE_FOUR if(2000 to INFINITY) if(energy >= 3000 && consumedSupermatter) allowed_size = STAGE_SIX else allowed_size = STAGE_FIVE if(current_size != allowed_size) expand() return 1 /obj/singularity/proc/eat() for(var/tile in spiral_range_turfs(grav_pull, src)) var/turf/T = tile if(!T || !isturf(loc)) continue if(get_dist(T, src) > consume_range) T.singularity_pull(src, current_size) else consume(T) for(var/thing in T) if(isturf(loc) && thing != src) var/atom/movable/X = thing if(get_dist(X, src) > consume_range) X.singularity_pull(src, current_size) else consume(X) if(TICK_CHECK) return // You've eaten enough. Prevents weirdness like the singulo eating the containment on stage 2 /obj/singularity/proc/consume(atom/A) var/gain = A.singularity_act(current_size) src.energy += gain if(istype(A, /obj/machinery/power/supermatter_crystal) && !consumedSupermatter) desc = "[initial(desc)] It glows fiercely with inner fire." name = "supermatter-charged [initial(name)]" consumedSupermatter = 1 set_light(10) if(istype(A, /obj/singularity/narsie)) if(current_size == STAGE_SIX) visible_message("[SSticker.cultdat?.entity_name] is consumed by [src]!") qdel(A) else visible_message("[SSticker.cultdat?.entity_name] strikes down [src]!") investigate_log("has been destroyed by Nar'Sie","singulo") qdel(src) return /obj/singularity/proc/move(force_move = 0) if(!move_self) return 0 var/movement_dir = pick(GLOB.alldirs - last_failed_movement) if(force_move) movement_dir = force_move if(target && prob(60)) movement_dir = get_dir(src,target) //moves to a singulo beacon, if there is one step(src, movement_dir) /obj/singularity/proc/check_turfs_in(direction = 0, step = 0) if(!direction) return 0 var/steps = 0 if(!step) switch(current_size) if(STAGE_ONE) steps = 1 if(STAGE_TWO) steps = 3//Yes this is right if(STAGE_THREE) steps = 3 if(STAGE_FOUR) steps = 4 if(STAGE_FIVE) steps = 5 else steps = step var/list/turfs = list() var/turf/T = src.loc for(var/i = 1 to steps) T = get_step(T,direction) if(!isturf(T)) return 0 turfs.Add(T) var/dir2 = 0 var/dir3 = 0 switch(direction) if(NORTH||SOUTH) dir2 = 4 dir3 = 8 if(EAST||WEST) dir2 = 1 dir3 = 2 var/turf/T2 = T for(var/j = 1 to steps-1) T2 = get_step(T2,dir2) if(!isturf(T2)) return 0 turfs.Add(T2) for(var/k = 1 to steps-1) T = get_step(T,dir3) if(!isturf(T)) return 0 turfs.Add(T) for(var/turf/T3 in turfs) if(isnull(T3)) continue if(!can_move(T3)) return 0 return 1 /obj/singularity/proc/can_move(turf/T) if(!T) return 0 if((locate(/obj/machinery/field/containment) in T)||(locate(/obj/machinery/shieldwall) in T)) return 0 else if(locate(/obj/machinery/field/generator) in T) var/obj/machinery/field/generator/G = locate(/obj/machinery/field/generator) in T if(G && G.active) return 0 else if(locate(/obj/machinery/shieldwallgen) in T) var/obj/machinery/shieldwallgen/S = locate(/obj/machinery/shieldwallgen) in T if(S && S.active) return 0 return 1 /obj/singularity/proc/event() var/numb = rand(1, 4) switch(numb) if(1) //EMP emp_area() if(2) //Stun mobs who lack optic scanners mezzer() if(3, 4) //Sets all nearby mobs on fire if(current_size < STAGE_SIX) return 0 combust_mobs() else return 0 return 1 /obj/singularity/proc/combust_mobs() for(var/mob/living/carbon/C in urange(20, src, 1)) C.visible_message("[C]'s skin bursts into flame!", \ "You feel an inner fire as your skin bursts into flames!") C.adjust_fire_stacks(5) C.IgniteMob() return /obj/singularity/proc/mezzer() for(var/mob/living/carbon/M in oviewers(8, src)) if(istype(M, /mob/living/carbon/brain)) //Ignore brains continue if(M.stat == CONSCIOUS) if(ishuman(M)) var/mob/living/carbon/human/H = M if(istype(H.glasses, /obj/item/clothing/glasses/meson)) var/obj/item/clothing/glasses/meson/MS = H.glasses if(MS.vision_flags == SEE_TURFS) to_chat(H, "You look directly into [src], good thing you had your protective eyewear on!") return M.apply_effect(3, STUN) M.visible_message("[M] stares blankly at [src]!", \ "You look directly into [src] and feel weak.") return /obj/singularity/proc/emp_area() empulse(src, 8, 10) return /obj/singularity/singularity_act() var/gain = (energy/2) var/dist = max((current_size - 2),1) explosion(src.loc,(dist),(dist*2),(dist*4)) qdel(src) return(gain)