Files
Paradise/code/modules/mining/equipment/resonator.dm
T
79bad427c8 Movement cross/uncross implementation. (#26762)
* refactor: Movement cross/uncross implementation.

* wrong var name

* fix unit tests dropping PDAs into nowhere

* Add documentation.

* remove unused constants

* say which procs are off limits

* fix simpleanimal z change runtime

* helps not to leave merge conflicts

* kill me

* fix typecast

* fix projectile/table collision

* treadmills don't cause MC to crash anymore

* connect_loc is appropriate here

* fix windoors and teleporters

* fix bonfires and clarify docs

* fix proximity sensors

Tested with sensors in crates, sensors in modsuits
Tested new proximity component with firing projectiles at singularity
Tested new proximity component with portable flashes
Tested new proximity component with facehuggers

* lint

* fix: polarized access helper false positives

* Revert "fix: polarized access helper false positives"

This reverts commit 9814f98cf6.

* hopefully the right change for mindflayer steam

* Changes following cameras

* fix glass table collision

* appears to fix doorspam

* fix ore bags not picking up ore

* fix signatures of /Exited

* remove debug log

* remove duplicate signal registrar

* fix emptying bags into locations

* I don't trust these nested Move calls

* use connect_loc for upgraded resonator fields

* use moveToNullspace

* fix spiderweb crossing

* fix pass checking for windows from a tile off

* fix bluespace closet/transparency issues

* fix mechs not interacting with doors and probably other things

* fix debug

* fix telepete

* add some docs

* stop trying to shoehorn prox monitor into cards

* I should make sure things build

* kill override signal warning

* undef signal

* not many prox monitors survive going off like this

* small fixes to storage

* make moving wormholes respect signals

* use correct signals for pulse demon

* fix pulse heart too

* fix smoke signals

* may have fucked singulo projectile swerve

* fix singulo projectile arcing

* remove duplicate define

* just look at it

* hopefully last cleanups of incorrect signal usage

* fix squeaking

* may god have mercy on my soul

* Apply suggestions from code review

Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Signed-off-by: warriorstar-orion <orion@snowfrost.garden>

* lewc review

* Apply suggestions from code review

Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>
Signed-off-by: warriorstar-orion <orion@snowfrost.garden>

* burza review

* fix bad args for grenade assemblies

* Update code/__DEFINES/is_helpers.dm

Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Signed-off-by: warriorstar-orion <orion@snowfrost.garden>

---------

Signed-off-by: warriorstar-orion <orion@snowfrost.garden>
Co-authored-by: DGamerL <daan.lyklema@gmail.com>
Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>
2024-12-21 08:07:44 +00:00

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/**********************Resonator**********************/
/obj/item/resonator
name = "resonator"
icon = 'icons/obj/mining_tool.dmi'
icon_state = "resonator"
item_state = "resonator"
origin_tech = "magnets=3;engineering=3"
desc = "A handheld device that creates small fields of energy that resonate until they detonate, crushing rock. It can also be activated without a target to create a field at the user's location, to act as a delayed time trap. It's more effective in a vaccuum."
w_class = WEIGHT_CLASS_NORMAL
force = 15
throwforce = 10
/// the mode of the resonator; has three modes: auto (1), manual (2), and matrix (3)
var/mode = RESONATOR_MODE_AUTO
/// How efficient it is in manual mode. Yes, we lower the damage cuz it's gonna be used for mobhunt
var/quick_burst_mod = 0.8
/// the number of fields the resonator is allowed to have at once
var/fieldlimit = 4
/// the list of currently active fields from this resonator
var/list/fields = list()
/// the number that is added to the failure_prob, which is the probability of whether it will spread or not
var/adding_failure = 50
/obj/item/resonator/attack_self__legacy__attackchain(mob/user)
if(mode == RESONATOR_MODE_AUTO)
to_chat(user, "<span class='notice'>You set the [name]'s fields to detonate only after you hit it with [src].</span>")
mode = RESONATOR_MODE_MANUAL
else
to_chat(user, "<span class='notice'>You set [src]'s fields to detonate after 2 seconds.</span>")
mode = RESONATOR_MODE_AUTO
/obj/item/resonator/upgraded
name = "upgraded resonator"
desc = "An upgraded version of the resonator that can produce more fields at once, as well as having no damage penalty for bursting a resonance field early. It also allows you to set 'Resonance matrixes', that detonate after someone (or something) walks over it."
icon_state = "resonator_u"
origin_tech = "materials=4;powerstorage=3;engineering=3;magnets=3"
fieldlimit = 6
quick_burst_mod = 1
/obj/item/resonator/upgraded/attack_self__legacy__attackchain(mob/user)
if(mode == RESONATOR_MODE_AUTO)
to_chat(user, "<span class='notice'>You set [src]'s fields to detonate only after being attacked by [src].</span>")
mode = RESONATOR_MODE_MANUAL
else if(mode == RESONATOR_MODE_MANUAL)
to_chat(user, "<span class='notice'>You set [src]'s fields to work as matrix traps.</span>")
mode = RESONATOR_MODE_MATRIX
else
to_chat(user, "<span class='notice'>You set [src]'s fields to detonate automatically after 2 seconds.</span>")
mode = RESONATOR_MODE_AUTO
/obj/item/resonator/proc/create_resonance(target, mob/user)
var/turf/target_turf = get_turf(target)
var/obj/effect/temp_visual/resonance/resonance_field = locate(/obj/effect/temp_visual/resonance) in target_turf
if(resonance_field)
resonance_field.damage_multiplier = quick_burst_mod
resonance_field.burst()
return
if(LAZYLEN(fields) < fieldlimit)
new /obj/effect/temp_visual/resonance(target_turf, user, src, mode, adding_failure)
user.changeNext_move(CLICK_CD_MELEE)
/obj/item/resonator/pre_attack(atom/target, mob/user, params)
if(check_allowed_items(target, not_inside = TRUE))
create_resonance(target, user)
return ..()
//resonance field, crushes rock, damages mobs
/obj/effect/temp_visual/resonance
name = "resonance field"
desc = "A resonating field that significantly damages anything inside of it when the field eventually ruptures. More damaging in low pressure environments."
icon = 'icons/effects/effects.dmi'
icon_state = "shield1"
layer = ABOVE_ALL_MOB_LAYER
duration = 60 SECONDS
/// the amount of damage living beings will take whilst inside the field during its burst
var/resonance_damage = 20
/// the modifier to resonance_damage; affected by the quick_burst_mod from the resonator
var/damage_multiplier = 1
/// the parent creator (user) of this field
var/mob/creator
/// the parent resonator of this field
var/obj/item/resonator/parent_resonator
/// whether the field is rupturing currently or not (to prevent recursion)
var/rupturing = FALSE
/// the probability that the field will not be able to spread
var/failure_prob = 0
/// the number that is added to the failure_prob. Will default to 50
var/adding_failure
/obj/effect/temp_visual/resonance/Initialize(mapload, set_creator, set_resonator, mode, set_failure = 50)
if(mode == RESONATOR_MODE_AUTO)
duration = 2 SECONDS
if(mode == RESONATOR_MODE_MATRIX)
icon_state = "shield2"
name = "resonance matrix"
RegisterSignal(src, COMSIG_ATOM_ENTERED, PROC_REF(burst))
var/static/list/loc_connections = list(
COMSIG_ATOM_ENTERED = PROC_REF(burst),
)
AddElement(/datum/element/connect_loc, loc_connections)
. = ..()
creator = set_creator
parent_resonator = set_resonator
if(parent_resonator)
parent_resonator.fields += src
adding_failure = set_failure
playsound(src, 'sound/weapons/resonator_blast.ogg', 50, TRUE)
if(mode == RESONATOR_MODE_AUTO)
transform = matrix() * 0.75
animate(src, transform = matrix() * 1.5, time = duration)
deltimer(timerid)
timerid = addtimer(CALLBACK(src, PROC_REF(burst)), duration, TIMER_STOPPABLE)
/obj/effect/temp_visual/resonance/Destroy()
if(parent_resonator)
parent_resonator.fields -= src
parent_resonator = null
creator = null
. = ..()
/obj/effect/temp_visual/resonance/proc/check_pressure(turf/proj_turf)
if(!proj_turf)
proj_turf = get_turf(src)
resonance_damage = initial(resonance_damage)
if(lavaland_equipment_pressure_check(proj_turf))
name = "strong [initial(name)]"
resonance_damage *= 3
else
name = initial(name)
resonance_damage *= damage_multiplier
/obj/effect/temp_visual/resonance/proc/burst()
SIGNAL_HANDLER // COMSIG_ATOM_ENTERED
if(rupturing)
return
rupturing = TRUE
var/turf/src_turf = get_turf(src)
new /obj/effect/temp_visual/resonance_crush(src_turf)
if(ismineralturf(src_turf))
var/turf/simulated/mineral/mineral_turf = src_turf
mineral_turf.gets_drilled(creator)
check_pressure(src_turf)
playsound(src_turf, 'sound/weapons/resonator_blast.ogg', 50, TRUE)
for(var/mob/living/attacked_living in src_turf)
if(creator)
log_attack(creator, attacked_living, "used a resonator field on", "resonator")
to_chat(attacked_living, "<span class='danger'>[src] ruptured with you in it!</span>")
attacked_living.apply_damage(resonance_damage, BRUTE)
for(var/obj/effect/temp_visual/resonance/field in orange(1, src))
if(field.rupturing)
continue
if(parent_resonator.mode == RESONATOR_MODE_AUTO || parent_resonator.mode == RESONATOR_MODE_MANUAL)
field.burst()
if(!prob(failure_prob) && parent_resonator)
for(var/turf/simulated/mineral/mineral_spread in orange(1, src))
if(locate(/obj/effect/temp_visual/resonance) in mineral_spread)
continue
var/obj/effect/temp_visual/resonance/new_field = new(mineral_spread, creator, parent_resonator, parent_resonator.mode)
new_field.failure_prob = failure_prob + adding_failure
qdel(src)
/obj/effect/temp_visual/resonance_crush
icon_state = "shield1"
layer = ABOVE_ALL_MOB_LAYER
duration = 4
/obj/effect/temp_visual/resonance_crush/Initialize(mapload)
. = ..()
transform = matrix() * 1.5
animate(src, transform = matrix() * 0.1, alpha = 50, time = 4)