Files
Paradise/code/modules/power/engines/singularity/singularity.dm
warriorstar-orion 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

572 lines
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/// Amount of singulos created during the round(note that this will include teslas as well)
GLOBAL_VAR_INIT(global_singulo_id, 1)
/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
flags_2 = IMMUNE_TO_SHUTTLECRUSH_2
light_range = 6
appearance_flags = LONG_GLIDE
var/current_size = 1
var/allowed_size = 1
var/energy = 100 //How strong are we?
var/dissipate = TRUE //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/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 = FALSE //If the singularity has eaten a supermatter shard and can go to stage six
var/warps_projectiles = TRUE
var/obj/effect/warp_effect/supermatter/warp
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF | FREEZE_PROOF
/// The target of the singularity. It will wander slowly towards this, and pick another target once it reaches it.
var/target = null
/// If there is a syndicate beacon, the singularity will move quickly towards it.
var/beacon_target = null
/// Whether or not we've pinged ghosts
var/isnt_shutting_down = FALSE
/// Init list that has all the areas that we can possibly move to, to reduce processing impact
var/list/all_possible_areas = list()
var/datum/proximity_monitor/advanced/singulo/proximity_monitor
/// Id for monitoring.
var/singulo_id = 1
/obj/singularity/Initialize(mapload, starting_energy = 50)
. = ..()
singulo_id = GLOB.global_singulo_id++
//CARN: admin-alert for chuckle-fuckery.
admin_investigate_setup()
energy = starting_energy
if(warps_projectiles)
proximity_monitor = new(src, 10)
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)
beacon_target = singubeacon
break
all_possible_areas = findUnrestrictedEventArea()
/obj/singularity/Destroy()
STOP_PROCESSING(SSobj, src)
GLOB.poi_list.Remove(src)
GLOB.singularities -= src
vis_contents -= warp
QDEL_NULL(warp) // don't want to leave it hanging
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__legacy__attackchain(obj/item/W, mob/user, params)
consume(user)
return 1
/obj/singularity/attack_tk(mob/user)
if(!iscarbon(user))
return
var/mob/living/carbon/C = user
investigate_log("has consumed the brain of [key_name(C)] after being touched with telekinesis", "singulo")
C.visible_message("<span class='danger'>[C] suddenly slumps over.</span>", \
"<span class='userdanger'>As you concentrate on the singularity, your understanding of the cosmos expands exponentially. An immense wealth of raw information is at your fingertips, and you're determined not to squander a single morsel. Within mere microseconds, you absorb a staggering amount of information—more than any AI could ever hope to access—and you can't help but feel a godlike sense of power. However, the gravity of this situation swiftly sinks in. As you sense your skull starting to collapse under pressure, you can't help but admit to yourself: That was a really dense idea, wasn't it?</span>")
var/obj/item/organ/internal/brain/B = C.get_int_organ(/obj/item/organ/internal/brain)
C.ghostize(0)
if(B)
B.remove(C)
qdel(B)
/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, (energy * 4.5) + 1000, RAD_DISTANCE_COEFFICIENT, source_radius = consume_range + 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()
do_dissipate()
check_energy()
update_warp()
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] (<A href='byond://?_src_=holder;adminplayerobservecoodjump=1;X=[x];Y=[y];Z=[z]'>JMP</a>)")
investigate_log("was created. [count ? "" : "<font color='red'>No containment fields were active</font>"]", "singulo")
/obj/singularity/proc/do_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(warp)
vis_contents -= warp
qdel(warp)
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(!warp)
warp = new(src)
vis_contents += warp
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(!warp) //In the event the singularity eats a clown and skips stage 2.
warp = new(src)
vis_contents += warp
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 = FALSE //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 = FALSE
if(current_size >= STAGE_FIVE)
notify_dead()
if(current_size == allowed_size)
investigate_log("<font color='red'>grew to size [current_size]</font>", "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 (STAGE_TWO_THRESHOLD - 1))
allowed_size = STAGE_ONE
if(STAGE_TWO_THRESHOLD to (STAGE_THREE_THRESHOLD - 1))
allowed_size = STAGE_TWO
if(STAGE_THREE_THRESHOLD to (STAGE_FOUR_THRESHOLD - 1))
allowed_size = STAGE_THREE
if(STAGE_FOUR_THRESHOLD to (STAGE_FIVE_THRESHOLD - 1))
allowed_size = STAGE_FOUR
if(STAGE_FIVE_THRESHOLD to INFINITY)
if(energy >= STAGE_SIX_THRESHOLD && consumedSupermatter)
allowed_size = STAGE_SIX
else
allowed_size = STAGE_FIVE
if(current_size != allowed_size)
expand()
return 1
/obj/singularity/proc/eat()
for(var/turf/tile as anything in RANGE_TURFS(grav_pull, src))
if(!tile || !isturf(loc))
continue
if(get_dist(tile, src) > consume_range)
tile.singularity_pull(src, current_size)
else
consume(tile)
for(var/thing in tile)
if(thing != src)
var/atom/movable/X = thing
if(get_dist(X, src) > consume_range)
X.singularity_pull(src, current_size)
else
consume(X)
/obj/singularity/proc/consume(atom/A)
var/gain = A.singularity_act(current_size)
src.energy += gain
if(istype(A, /obj/machinery/atmospherics/supermatter_crystal) && !consumedSupermatter)
desc = "[initial(desc)] It glows fiercely with inner fire."
name = "supermatter-charged [initial(name)]"
consumedSupermatter = TRUE
set_light(10)
if(istype(A, /obj/singularity/narsie))
if(current_size == STAGE_SIX)
visible_message("<span class='userdanger'>[GET_CULT_DATA(entity_name, A.name)] is consumed by [src]!</span>")
qdel(A)
else
visible_message("<span class='userdanger'>[GET_CULT_DATA(entity_name, A.name)] strikes down [src]!</span>")
investigate_log("has been destroyed by Nar'Sie", "singulo")
qdel(src)
return
/obj/singularity/proc/assign_target()
var/area/where_to_move = pick(all_possible_areas) // Grabs a random area that isn't restricted
var/turf/target_area_turfs = get_area_turfs(where_to_move) // Grabs the turfs from said area
target = pick(target_area_turfs) // Grabs a single turf from the entire list
/obj/singularity/proc/move(force_move = 0)
if(!move_self)
return 0
var/movement_dir = pick(GLOB.alldirs - last_failed_movement)
if(!target || get_dist(src, target) <= 2)
assign_target()
if(force_move)
movement_dir = force_move
if(target && prob(20))
movement_dir = get_dir(src, target) //moves to a random spot on the map
if(beacon_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 = 2
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
// Returns a list of the field generators generating the containing field(if there is one within 10 tiles)
/obj/singularity/proc/find_field_gens()
for(var/_dir in list(NORTH, SOUTH, EAST, WEST))
var/turf/T = loc
for(var/i in 1 to 10)
T = get_step(T, _dir)
var/obj/cur_field_obj
cur_field_obj = locate(/obj/machinery/field/generator) in T
if(cur_field_obj)
var/obj/machinery/field/generator/gen = cur_field_obj
return gen.find_containment_gens(turn(_dir, -90), src)
cur_field_obj = locate(/obj/machinery/field/containment) in T
if(cur_field_obj)
var/obj/machinery/field/containment/field = cur_field_obj
return field.FG1.find_containment_gens(turn(_dir, -90), src)
/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?.activated)
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("<span class='warning'>[C]'s skin bursts into flame!</span>", \
"<span class='userdanger'>You feel an inner fire as your skin bursts into flames!</span>")
C.adjust_fire_stacks(5)
C.IgniteMob()
return
/obj/singularity/proc/notify_dead()
if(isnt_shutting_down)
return
notify_ghosts(
"IT'S LOOSE",
ghost_sound = 'sound/machines/warning-buzzer.ogg',
source = src,
action = NOTIFY_FOLLOW,
title = "IT'S LOOSE",
alert_overlay = image(icon='icons/obj/singularity.dmi', icon_state="singularity_s1")
)
isnt_shutting_down = TRUE
/obj/singularity/proc/mezzer()
for(var/mob/living/carbon/M in oviewers(8, src))
if(isbrain(M)) //Ignore brains
continue
if(HAS_TRAIT(M, TRAIT_MESON_VISION) || HAS_TRAIT(M, SM_HALLUCINATION_IMMUNE))
to_chat(M, "<span class='notice'>You look directly into [src], but remain unaffected!</span>")
return
M.Stun(6 SECONDS)
M.visible_message("<span class='danger'>[M] stares blankly at [src]!</span>", \
"<span class='userdanger'>You look directly into [src] and feel weak.</span>")
/obj/singularity/proc/emp_area()
empulse(src, 8, 10)
return
/obj/singularity/proc/update_warp()
if(!warp)
return
warp.pixel_x = initial(warp.pixel_x) - pixel_x
warp.pixel_y = initial(warp.pixel_x) - pixel_y
var/scaling = allowed_size / 3
animate(warp, time = 6, transform = matrix().Scale(0.5 * scaling, 0.5 * scaling))
animate(time = 14, transform = matrix().Scale(scaling, scaling))
/obj/singularity/singularity_act()
var/gain = (energy/2)
var/dist = max((current_size - 2), 1)
explosion(loc, (dist), (dist * 2), (dist * 4))
qdel(src)
return(gain)
/obj/singularity/onetile
dissipate = FALSE
move_self = FALSE
grav_pull = TRUE
/obj/singularity/onetile/admin_investigate_setup()
return
/obj/singularity/onetile/process()
eat()
if(prob(1))
mezzer()
/obj/singularity/proc/end_deadchat_plays()
move_self = TRUE
/obj/singularity/deadchat_plays(mode = DEADCHAT_DEMOCRACY_MODE, cooldown = 12 SECONDS)
. = AddComponent(/datum/component/deadchat_control/cardinal_movement, mode, list(), cooldown, CALLBACK(src, TYPE_PROC_REF(/atom/movable, stop_deadchat_plays)))
if(. == COMPONENT_INCOMPATIBLE)
return
move_self = FALSE
/obj/singularity/deadchat_controlled/Initialize(mapload, starting_energy)
. = ..()
deadchat_plays(mode = DEADCHAT_DEMOCRACY_MODE)
/**
* Gets a list of field generators that generate the field that contains the singularity
* and returns their most extreme coordinates.
**/
/obj/singularity/proc/in_containment(list/containment_gens)
if(!length(containment_gens))
return FALSE
var/max_x = -1
var/max_y = -1
var/min_x = -1
var/min_y = -1
for(var/obj/machinery/field/generator/gen in containment_gens)
if(gen.x > max_x || max_x < 0)
max_x = gen.x
if(gen.y > max_y || max_y < 0)
max_y = gen.y
if(gen.x < min_x || min_x < 0)
min_x = gen.x
if(gen.y < min_y || min_y < 0)
min_y = gen.y
return (x <= max_x && x >= min_x && y <= max_y && y >= min_y)