Files
Paradise/code/game/objects/items/weapons/shards.dm
Migratingcocofruit ebf7fdbfd2 Radiation Rework (#28320)
* initial changes

* Rad wave is working. now to implement the rest

* Makes the waves square

* Makes wave square

* multiplies the strength in all instances of radiation_pulse by 4 because each pulse makes one wave instead of 4 now

* Undef thing and apply suggestion

* Make radiation_pulse() not radiate the radiation source and implements contamination

* Adds contamination to uranium walls and meteors

* Fixes stuff

* Handle some contamination on attack still need to take care of meteors

* Fixed the meteor stuff

* Introduce emission types

* moves contaminate_touch to an atom proc and renames it to contaminate_atom

* deduplicates some contamination code

* Move inherent radioactivity to a component and signals from the atom vars and behaviour

* fix some things with the new component

* Update inherent_radioactivity.dm

* implement contaminating things that hit things that are inherently radioactive

* window things

* adds emission type to the rad_act call

* Changes radiation insulation values on a bunch of stuff

* fixes radioactive component radiating the wrong type

* more adjustments

* refactros rad_act

* adjustments to collector power production

* Adds plastitaniumglass windows and makes further adjustments

* Adds sprites to the shards and plastitanium directional window

* Update misc_cleanables.dm

* removes alpha rad insulation from floor turfs

* Fixes a bug with the starting tile of radiation waves

* More adjustments

* Adjusting singularity rad production

* reduces window half life a bit to make power smoother and buffs full window rad conversion

* Strengthens gamma and beta radiation effect on mobs.

* Makes radsuit block radiation completely

* Fixes Geiger Counters

* Fixes contamination not irradiating the contaminated thing

* Fixes inherent radioactivity not processing. Also makes it stop processing when a nuke core is contained

* Fixes ghost contamination

* Adds info to the collector

* Handles alpha radiation better on humans and changes some instances of rad_act to base_rad_act

* oops

* adjustments and fixes to alpha rad handling on mobs

* Make collector info more compact

* Core no longer radiates and contaminates from within the nuke until the plates are removed

* Contamination no longer counts as being inside a mob(it is supposed to be surface level)

* Adds inherent radioactivity to a bunch of uranium things. makes it all process.

* Nerf full windows

* Adjustments to collector and fulltile window radiation absorption

* Reduces passive contamination, especially while on the floor

* Adds different rad types to the geiger counter and fixes a runtime

* Makes full tile windows strong again and disallows building them on top of collectors

* adds emissive blockers to the rad blacklist and gives windows and collectors priority when irradiating for increased consistency

* Gives each contamination type it's own color.

* Gives each contamination type it's own color.  And makes the rad hud display them separately

* Changes how much the radiation wave affects the source tile, adds decay for performance reasons and adjusts collector parameters as well as SM and singulo rad production

* improves performance at very high rad amounts

* Fixes supermatter sliver box not containing radiation

* Restores supermatter sliver to old behaviour(not inherently radioactive)

* Slight nerf to fulltile windows and removes an unnecessary multiplication from rad wave processing

* Removes redundant line from window rad act

* Fixes radiation waves ignoring walls

* fixes it better

* more adjustments to collector stats

* Adjustment to collector gamma absorption

* increases grille beta blocking

* Review changes
2025-03-02 20:34:45 +00:00

108 lines
3.8 KiB
Plaintext

// Glass shards
/obj/item/shard
name = "shard"
desc = "A nasty looking shard of glass."
icon = 'icons/obj/shards.dmi'
icon_state = "large"
w_class = WEIGHT_CLASS_TINY
force = 5
throwforce = 10
item_state = "shard-glass"
materials = list(MAT_GLASS = MINERAL_MATERIAL_AMOUNT)
attack_verb = list("stabbed", "slashed", "sliced", "cut")
hitsound = 'sound/weapons/bladeslice.ogg'
armor = list(MELEE = 100, BULLET = 0, LASER = 0, ENERGY = 100, BOMB = 0, RAD = 0, FIRE = 50, ACID = 100)
max_integrity = 40
resistance_flags = ACID_PROOF
sharp = TRUE
var/cooldown = 0
var/icon_prefix
var/obj/item/stack/sheet/welded_type = /obj/item/stack/sheet/glass
/obj/item/shard/suicide_act(mob/user)
to_chat(viewers(user), pick("<span class='danger'>[user] is slitting [user.p_their()] wrists with [src]! It looks like [user.p_theyre()] trying to commit suicide!</span>",
"<span class='danger'>[user] is slitting [user.p_their()] throat with [src]! It looks like [user.p_theyre()] trying to commit suicide!</span>"))
return BRUTELOSS
/obj/item/shard/proc/set_initial_icon_state()
icon_state = pick("large", "medium", "small")
switch(icon_state)
if("small")
pixel_x = rand(-12, 12)
pixel_y = rand(-12, 12)
if("medium")
pixel_x = rand(-8, 8)
pixel_y = rand(-8, 8)
if("large")
pixel_x = rand(-5, 5)
pixel_y = rand(-5, 5)
if(icon_prefix)
icon_state = "[icon_prefix][icon_state]"
/obj/item/shard/Initialize(mapload)
. = ..()
AddComponent(/datum/component/caltrop, force)
set_initial_icon_state()
var/static/list/loc_connections = list(
COMSIG_ATOM_ENTERED = PROC_REF(on_atom_entered)
)
AddElement(/datum/element/connect_loc, loc_connections)
/obj/item/shard/afterattack__legacy__attackchain(atom/movable/AM, mob/user, proximity)
if(!proximity || !(src in user))
return
if(isturf(AM))
return
if(isstorage(AM))
return
if(ishuman(user))
var/mob/living/carbon/human/H = user
if(!H.gloves && !HAS_TRAIT(H, TRAIT_PIERCEIMMUNE))
var/obj/item/organ/external/affecting = H.get_organ("[user.hand ? "l" : "r" ]_hand")
if(affecting.is_robotic())
return
to_chat(H, "<span class='warning'>[src] cuts into your hand!</span>")
if(affecting.receive_damage(force * 0.5))
H.UpdateDamageIcon()
/obj/item/shard/welder_act(mob/user, obj/item/I)
. = TRUE
if(!I.use_tool(src, user, volume = I.tool_volume))
return
new welded_type(user.loc)
to_chat(user, "<span class='notice'>You add the newly-formed glass to the stack.</span>")
qdel(src)
/obj/item/shard/proc/on_atom_entered(datum/source, atom/movable/entered)
var/mob/living/living_entered = entered
if(istype(living_entered) && has_gravity(loc))
if(living_entered.incorporeal_move || HAS_TRAIT(living_entered, TRAIT_FLYING) || living_entered.floating)
return
playsound(loc, 'sound/effects/glass_step.ogg', 50, TRUE)
/obj/item/shard/decompile_act(obj/item/matter_decompiler/C, mob/user)
C.stored_comms["glass"] += 3
qdel(src)
return TRUE
/obj/item/shard/plasma
name = "plasma shard"
desc = "A shard of plasma glass. Considerably tougher then normal glass shards. Apparently not tough enough to be a window."
force = 6
throwforce = 11
icon_state = "plasmalarge"
materials = list(MAT_PLASMA = MINERAL_MATERIAL_AMOUNT * 0.5, MAT_GLASS = MINERAL_MATERIAL_AMOUNT)
icon_prefix = "plasma"
welded_type = /obj/item/stack/sheet/plasmaglass
/obj/item/shard/plastitanium
name = "plastitanium shard"
desc = "A shard of plastitanium glass. Considerably tougher then normal glass shards. Apparently not tough enough to be a window."
force = 6
throwforce = 11
icon_state = "plastitaniumlarge"
materials = list(MAT_TITANIUM = MINERAL_MATERIAL_AMOUNT * 0.5, MAT_PLASMA = MINERAL_MATERIAL_AMOUNT * 0.5, MAT_GLASS = MINERAL_MATERIAL_AMOUNT)
icon_prefix = "plastitanium"
welded_type = /obj/item/stack/sheet/plastitaniumglass