Files
Paradise/code/game/objects/effects/anomalies.dm
SabreML 02fe0876f5 Fix bundle #3 (#16411)
* Explosive implant

* Package wrapper

* Venus human trap sprites

* Vine damage

* Wisp vision

* Display case

* Storage viewing

* Ghost poll nullspacing

* Inflatable barrier piercing

* Pneumatic cannon

* Cow grammar

* Centcom jaunting

* Consistency

Not actually a lazy list, as far as I can tell

* Review 1

Co-Authored-By: SteelSlayer <42044220+SteelSlayer@users.noreply.github.com>

* Review 2

Co-Authored-By: SteelSlayer <42044220+SteelSlayer@users.noreply.github.com>

* length()

Co-authored-by: SteelSlayer <42044220+SteelSlayer@users.noreply.github.com>
2021-08-05 11:04:27 +01:00

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//Anomalies, used for events. Note that these DO NOT work by themselves; their procs are called by the event datum.
/// Chance of taking a step per second
#define ANOMALY_MOVECHANCE 70
/obj/effect/anomaly
name = "anomaly"
desc = "A mysterious anomaly, seen commonly only in the region of space that the station orbits..."
icon_state = "bhole3"
density = FALSE
anchored = TRUE
light_range = 3
var/movechance = ANOMALY_MOVECHANCE
var/obj/item/assembly/signaler/anomaly/aSignal = /obj/item/assembly/signaler/anomaly
var/area/impact_area
/// Time in deciseconds before the anomaly triggers
var/lifespan = 990
var/death_time
var/countdown_colour
var/obj/effect/countdown/anomaly/countdown
/// Do we drop a core when we're neutralized?
var/drops_core = TRUE
/obj/effect/anomaly/Initialize(mapload, new_lifespan, _drops_core = TRUE)
. = ..()
GLOB.poi_list |= src
START_PROCESSING(SSobj, src)
impact_area = get_area(src)
if(!impact_area)
return INITIALIZE_HINT_QDEL
drops_core = _drops_core
aSignal = new aSignal(src)
aSignal.code = rand(1, 100)
aSignal.anomaly_type = type
var/frequency = rand(PUBLIC_LOW_FREQ, PUBLIC_HIGH_FREQ)
if(ISMULTIPLE(frequency, 2))//signaller frequencies are always uneven!
frequency++
aSignal.set_frequency(frequency)
if(new_lifespan)
lifespan = new_lifespan
death_time = world.time + lifespan
countdown = new(src)
if(countdown_colour)
countdown.color = countdown_colour
countdown.start()
/obj/effect/anomaly/Destroy()
GLOB.poi_list.Remove(src)
STOP_PROCESSING(SSobj, src)
QDEL_NULL(countdown)
QDEL_NULL(aSignal)
return ..()
/obj/effect/anomaly/process()
anomalyEffect()
if(death_time < world.time)
if(loc)
detonate()
qdel(src)
/obj/effect/anomaly/proc/anomalyEffect()
if(prob(movechance))
step(src, pick(GLOB.alldirs))
/obj/effect/anomaly/proc/detonate()
return
/obj/effect/anomaly/ex_act(severity)
if(severity == EXPLODE_DEVASTATE)
qdel(src)
/obj/effect/anomaly/proc/anomalyNeutralize()
new /obj/effect/particle_effect/smoke/bad(loc)
if(drops_core)
aSignal.forceMove(drop_location())
aSignal = null
// else, anomaly core gets deleted by qdel(src).
qdel(src)
/obj/effect/anomaly/attackby(obj/item/I, mob/user, params)
if(istype(I, /obj/item/analyzer))
to_chat(user, "<span class='notice'>Analyzing... [src]'s unstable field is fluctuating along frequency [format_frequency(aSignal.frequency)], code [aSignal.code].</span>")
///////////////////////
/obj/effect/anomaly/grav
name = "gravitational anomaly"
icon_state = "shield2"
density = FALSE
var/boing = FALSE
aSignal = /obj/item/assembly/signaler/anomaly/grav
/obj/effect/anomaly/grav/anomalyEffect()
..()
boing = TRUE
for(var/obj/O in orange(4, src))
if(!O.anchored)
step_towards(O,src)
for(var/mob/living/M in range(0, src))
gravShock(M)
for(var/mob/living/M in orange(4, src))
if(!M.mob_negates_gravity())
step_towards(M,src)
for(var/obj/O in range(0, src))
if(!O.anchored)
var/mob/living/target = locate() in view(4, src)
if(target && !target.stat)
O.throw_at(target, 5, 10)
/obj/effect/anomaly/grav/Crossed(atom/movable/AM)
. = ..()
gravShock(AM)
/obj/effect/anomaly/grav/Bump(atom/A)
gravShock(A)
/obj/effect/anomaly/grav/Bumped(atom/movable/AM)
gravShock(AM)
/obj/effect/anomaly/grav/proc/gravShock(mob/living/A)
if(boing && isliving(A) && !A.stat)
A.Weaken(2)
var/atom/target = get_edge_target_turf(A, get_dir(src, get_step_away(A, src)))
A.throw_at(target, 5, 1)
boing = FALSE
/////////////////////
/obj/effect/anomaly/flux
name = "flux wave anomaly"
icon_state = "electricity2"
density = TRUE
aSignal = /obj/item/assembly/signaler/anomaly/flux
var/canshock = FALSE
var/shockdamage = 20
var/explosive = TRUE
/obj/effect/anomaly/flux/Initialize(mapload, new_lifespan, drops_core = TRUE, _explosive = TRUE)
. = ..()
explosive = _explosive
/obj/effect/anomaly/flux/anomalyEffect()
..()
canshock = TRUE
for(var/mob/living/M in get_turf(src))
mobShock(M)
/obj/effect/anomaly/flux/Crossed(atom/movable/AM)
. = ..()
mobShock(AM)
/obj/effect/anomaly/flux/Bump(atom/A)
mobShock(A)
/obj/effect/anomaly/flux/Bumped(atom/movable/AM)
mobShock(AM)
/obj/effect/anomaly/flux/proc/mobShock(mob/living/M)
if(canshock && istype(M))
canshock = FALSE //Just so you don't instakill yourself if you slam into the anomaly five times in a second.
M.electrocute_act(shockdamage, name, flags = SHOCK_NOGLOVES)
/obj/effect/anomaly/flux/detonate()
if(explosive)
explosion(src, 1, 4, 16, 18) //Low devastation, but hits a lot of stuff.
else
new /obj/effect/particle_effect/sparks(loc)
/////////////////////
/obj/effect/anomaly/bluespace
name = "bluespace anomaly"
icon = 'icons/obj/projectiles.dmi'
icon_state = "bluespace"
density = TRUE
aSignal = /obj/item/assembly/signaler/anomaly/bluespace
/obj/effect/anomaly/bluespace/anomalyEffect()
..()
for(var/mob/living/M in range(1, src))
do_teleport(M, locate(M.x, M.y, M.z), 4)
/obj/effect/anomaly/bluespace/Bumped(atom/movable/AM)
if(isliving(AM))
do_teleport(AM, locate(AM.x, AM.y, AM.z), 8)
/obj/effect/anomaly/bluespace/detonate()
var/turf/T = pick(get_area_turfs(impact_area))
if(T)
// Calculate new position (searches through beacons in world)
var/obj/item/radio/beacon/chosen
var/list/possible = list()
for(var/obj/item/radio/beacon/W in GLOB.beacons)
if(!is_station_level(W.z))
continue
possible += W
if(length(possible))
chosen = pick(possible)
if(chosen)
// Calculate previous position for transition
var/turf/turf_from = T // the turf of origin we're travelling FROM
var/turf/turf_to = get_turf(chosen) // the turf of origin we're travelling TO
playsound(turf_to, 'sound/effects/phasein.ogg', 100, TRUE)
GLOB.event_announcement.Announce("Massive bluespace translocation detected.", "Anomaly Alert")
var/list/flashers = list()
for(var/mob/living/carbon/C in viewers(turf_to, null))
if(C.flash_eyes())
flashers += C
var/y_distance = turf_to.y - turf_from.y
var/x_distance = turf_to.x - turf_from.x
for(var/atom/movable/A in urange(12, turf_from)) // iterate thru list of mobs in the area
if(istype(A, /obj/item/radio/beacon))
continue // don't teleport beacons because that's just insanely stupid
if(A.anchored || A.move_resist == INFINITY)
continue
var/turf/newloc = locate(A.x + x_distance, A.y + y_distance, turf_to.z) // calculate the new place
if(!A.Move(newloc) && newloc) // if the atom, for some reason, can't move, FORCE them to move! :) We try Move() first to invoke any movement-related checks the atom needs to perform after moving
A.forceMove(newloc)
if(ismob(A) && !(A in flashers)) // don't flash if we're already doing an effect
var/mob/M = A
if(M.client)
INVOKE_ASYNC(src, .proc/blue_effect, M)
/obj/effect/anomaly/bluespace/proc/blue_effect(mob/M)
var/obj/blueeffect = new /obj(src)
blueeffect.screen_loc = "WEST,SOUTH to EAST,NORTH"
blueeffect.icon = 'icons/effects/effects.dmi'
blueeffect.icon_state = "shieldsparkles"
blueeffect.layer = FLASH_LAYER
blueeffect.plane = FULLSCREEN_PLANE
blueeffect.mouse_opacity = MOUSE_OPACITY_TRANSPARENT
M.client.screen += blueeffect
sleep(20)
M.client.screen -= blueeffect
qdel(blueeffect)
/////////////////////
/obj/effect/anomaly/pyro
name = "pyroclastic anomaly"
icon_state = "mustard"
var/ticks = 0
aSignal = /obj/item/assembly/signaler/anomaly/pyro
/obj/effect/anomaly/pyro/anomalyEffect()
..()
ticks++
if(ticks < 5)
return
else
ticks = 0
var/turf/simulated/T = get_turf(src)
if(istype(T))
T.atmos_spawn_air(LINDA_SPAWN_HEAT | LINDA_SPAWN_TOXINS | LINDA_SPAWN_OXYGEN, 5)
/obj/effect/anomaly/pyro/detonate()
INVOKE_ASYNC(src, .proc/makepyroslime)
/obj/effect/anomaly/pyro/proc/makepyroslime()
var/turf/simulated/T = get_turf(src)
if(istype(T))
T.atmos_spawn_air(LINDA_SPAWN_HEAT | LINDA_SPAWN_TOXINS | LINDA_SPAWN_OXYGEN, 500) //Make it hot and burny for the new slime
var/new_colour = pick("red", "orange")
var/mob/living/simple_animal/slime/S = new(T, new_colour)
S.rabid = TRUE
S.amount_grown = SLIME_EVOLUTION_THRESHOLD
S.Evolve()
var/datum/action/innate/slime/reproduce/A = new
A.Grant(S)
var/list/mob/dead/observer/candidates = SSghost_spawns.poll_candidates("Do you want to play as a pyroclastic anomaly slime?", ROLE_SENTIENT, FALSE, 100, source = S, role_cleanname = "pyroclastic anomaly slime")
if(length(candidates) && !QDELETED(S))
var/mob/dead/observer/chosen = pick(candidates)
S.key = chosen.key
S.mind.special_role = SPECIAL_ROLE_PYROCLASTIC_SLIME
log_game("[key_name(S.key)] was made into a slime by pyroclastic anomaly at [AREACOORD(T)].")
/////////////////////
/obj/effect/anomaly/bhole
name = "vortex anomaly"
icon_state = "bhole3"
desc = "That's a nice station you have there. It'd be a shame if something happened to it."
aSignal = /obj/item/assembly/signaler/anomaly/vortex
/obj/effect/anomaly/bhole/anomalyEffect()
..()
if(!isturf(loc)) //blackhole cannot be contained inside anything. Weird stuff might happen
qdel(src)
return
grav(rand(0, 3), rand(2, 3), 50, 25)
//Throwing stuff around!
for(var/obj/O in range(2, src))
if(O == src)
return //DON'T DELETE YOURSELF GOD DAMN
if(!O.anchored)
var/mob/living/target = locate() in view(4, src)
if(target && !target.stat)
O.throw_at(target, 7, 5)
else
O.ex_act(EXPLODE_HEAVY)
/obj/effect/anomaly/bhole/proc/grav(r, ex_act_force, pull_chance, turf_removal_chance)
for(var/t = -r, t < r, t++)
affect_coord(x + t, y - r, ex_act_force, pull_chance, turf_removal_chance)
affect_coord(x - t, y + r, ex_act_force, pull_chance, turf_removal_chance)
affect_coord(x + r, y + t, ex_act_force, pull_chance, turf_removal_chance)
affect_coord(x - r, y - t, ex_act_force, pull_chance, turf_removal_chance)
/obj/effect/anomaly/bhole/proc/affect_coord(x, y, ex_act_force, pull_chance, turf_removal_chance)
//Get turf at coordinate
var/turf/T = locate(x, y, z)
if(isnull(T))
return
//Pulling and/or ex_act-ing movable atoms in that turf
if(prob(pull_chance))
for(var/obj/O in T.contents)
if(O.anchored)
O.ex_act(ex_act_force)
else
step_towards(O, src)
for(var/mob/living/M in T.contents)
step_towards(M, src)
//Damaging the turf
if(T && prob(turf_removal_chance))
T.ex_act(ex_act_force)
#undef ANOMALY_MOVECHANCE