mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-01-14 19:41:53 +00:00
* 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
122 lines
3.6 KiB
Plaintext
122 lines
3.6 KiB
Plaintext
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/obj/structure/fusionreactor
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name = "syndicate fusion reactor"
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desc = "Significantly less cool than a supermatter crystal, but just as likely to fuck up."
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icon = 'icons/goonstation/objects/powersink.dmi'
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icon_state = "powersink1"
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anchored = TRUE
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max_integrity = 50
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var/area/syndicate_depot/core/depotarea
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var/has_overloaded = FALSE
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/obj/structure/fusionreactor/Initialize(mapload)
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. = ..()
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depotarea = get_area(src)
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if(istype(depotarea))
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depotarea.reactor = src
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for(var/obj/machinery/porta_turret/syndicate/T in range(50, loc))
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if(!istype(T.depotarea))
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T.depotarea = depotarea
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else
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log_debug("[src] at [x],[y],[z] failed depotarea istype check during Initialize()! Either it was spawned outside the depot area (bad idea), or a bug is happening.")
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/obj/structure/fusionreactor/Destroy()
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if(istype(depotarea))
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if(!has_overloaded)
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overload(TRUE, TRUE)
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depotarea.reactor = null
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return ..()
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/obj/structure/fusionreactor/ex_act(severity)
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if(severity < EXPLODE_LIGHT)
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obj_integrity = 0
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healthcheck()
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/obj/structure/fusionreactor/proc/healthcheck()
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if(obj_integrity <= 0 && istype(depotarea))
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overload(TRUE)
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/obj/structure/fusionreactor/screwdriver_act(mob/user, obj/item/I)
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. = TRUE
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if(!I.use_tool(src, user, 0, volume = I.tool_volume))
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return
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to_chat(user, "<span class='danger'>You try to screwdriver open [src], but accidentally release some radiation!</span>")
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if(prob(50))
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empulse(src, 4, 10)
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else
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radiation_pulse(get_turf(src), 2000, BETA_RAD)
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/obj/structure/fusionreactor/wrench_act(mob/user, obj/item/I)
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. = TRUE
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if(!I.use_tool(src, user, 0, volume = I.tool_volume))
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return
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to_chat(user, "<span class='notice'>[src] is too well secured to the floor.</span>")
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/obj/structure/fusionreactor/proc/overload(containment_failure = FALSE, skip_qdel = FALSE)
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if(has_overloaded)
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return
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has_overloaded = TRUE
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if(istype(depotarea) && !depotarea.used_self_destruct)
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depotarea.activate_self_destruct("Fusion reactor cracked open. Core loose!", TRUE)
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var/obj/effect/overload/O = new /obj/effect/overload(get_turf(src))
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if(containment_failure)
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playsound(loc, 'sound/machines/alarm.ogg', 100, FALSE, 0)
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O.deliberate = TRUE
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O.max_cycles = 6
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if(!skip_qdel)
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qdel(src)
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/obj/effect/overload
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icon = 'icons/obj/tesla_engine/energy_ball.dmi'
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icon_state = "energy_ball"
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pixel_x = -32
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pixel_y = -32
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anchored = TRUE
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var/cycles = 0
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var/beepsound = 'sound/items/timer.ogg'
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var/deliberate = FALSE
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var/max_cycles = 10
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var/area/syndicate_depot/core/depotarea
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/obj/effect/overload/Initialize(mapload)
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. = ..()
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START_PROCESSING(SSobj, src)
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depotarea = get_area(src)
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if(istype(depotarea))
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if(!depotarea.used_self_destruct)
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depotarea.used_self_destruct = TRUE // Silences all further alerts from this point onwards.
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depotarea.update_state()
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else
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log_debug("[src] at [x],[y],[z] failed depotarea istype check during Initialize()! Either it was spawned outside the depot area (bad idea), or a bug is happening.")
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/obj/effect/overload/process()
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var/turf/T = get_turf(src)
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if(cycles < max_cycles)
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if(!deliberate)
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playsound(loc, beepsound, 50, 0)
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cycles++
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return
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if(!istype(depotarea))
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depotarea = get_area(src)
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if(istype(depotarea))
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depotarea.destroyed = TRUE
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depotarea.update_state()
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for(var/obj/structure/closet/L in range(30, T))
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for(var/obj/O in L)
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qdel(O)
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L.open()
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depotarea.shields_down()
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for(var/mob/living/M in range(30, T))
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M.gib()
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for(var/obj/mecha/E in range(30, T))
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E.take_damage(E.max_integrity)
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explosion(get_turf(src), 25, 35, 45, 55, 1, 1, 60, 0)
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STOP_PROCESSING(SSobj, src)
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qdel(src)
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/obj/effect/overload/ex_act(severity)
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return
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