mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2025-12-27 10:41:42 +00:00
/obj/effects is now /obj/effect. /obj/station_objects is now /obj/structure. Did a bit of minor blob work. The Bay 12 body bags were replaced with closets because having two sets of code that do almost the same thing is silly. Changed back a few of the last jobproc edits as the remove from list before assign was a check to see if the mob was fucked up and if it was remove it so we did not check it again as it would still be fucked up. The medbay/tox monkeys names are random once more. More random name monkeys will help with changeling and clean up the observe/mob menus. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2324 316c924e-a436-60f5-8080-3fe189b3f50e
546 lines
14 KiB
Plaintext
546 lines
14 KiB
Plaintext
var/global/list/uneatable = list(
|
|
/turf/space,
|
|
/obj/effect,
|
|
/obj/effect/overlay,
|
|
/obj/effect/decal/cleanable,
|
|
/obj/effect/rune
|
|
)
|
|
|
|
/obj/machinery/singularity/
|
|
name = "Gravitational Singularity"
|
|
desc = "A Gravitational Singularity."
|
|
icon = 'singularity.dmi'
|
|
icon_state = "singularity_s1"
|
|
anchored = 1
|
|
density = 1
|
|
layer = 6
|
|
unacidable = 1 //Don't comment this out.
|
|
use_power = 0
|
|
var
|
|
current_size = 1
|
|
allowed_size = 1
|
|
contained = 1 //Are we going to move around?
|
|
energy = 100 //How strong are we?
|
|
dissipate = 1 //Do we lose energy over time?
|
|
dissipate_delay = 10
|
|
dissipate_track = 0
|
|
dissipate_strength = 1 //How much energy do we lose?
|
|
move_self = 1 //Do we move on our own?
|
|
grav_pull = 4 //How many tiles out do we pull?
|
|
consume_range = 0 //How many tiles out do we eat
|
|
event_chance = 15 //Prob for event each tick
|
|
target = null //its target. moves towards the target if it has one
|
|
last_failed_movement = 0//Will not move in the same dir if it couldnt before, will help with the getting stuck on fields thing
|
|
teleport_del = 0
|
|
|
|
New(loc, var/starting_energy = 50, var/temp = 0)
|
|
src.energy = starting_energy
|
|
if(temp)
|
|
spawn(temp)
|
|
del(src)
|
|
..()
|
|
for(var/obj/machinery/singularity_beacon/singubeacon in world)
|
|
if(singubeacon.active)
|
|
target = singubeacon
|
|
break
|
|
return
|
|
|
|
|
|
Del()
|
|
//Could have it do something bad when this happens, explode/implode or something
|
|
..()
|
|
|
|
|
|
attack_hand(mob/user as mob)
|
|
consume(user)
|
|
return 1
|
|
|
|
|
|
blob_act(severity)
|
|
return
|
|
|
|
|
|
ex_act(severity)
|
|
switch(severity)
|
|
if(1.0)
|
|
if(prob(25))
|
|
del(src)
|
|
return
|
|
else
|
|
energy += 50
|
|
if(2.0 to 3.0)
|
|
energy += round((rand(20,60)/2),1)
|
|
return
|
|
return
|
|
|
|
|
|
Bump(atom/A)
|
|
consume(A)
|
|
return
|
|
|
|
|
|
Bumped(atom/A)
|
|
consume(A)
|
|
return
|
|
|
|
|
|
process()
|
|
eat()
|
|
dissipate()
|
|
check_energy()
|
|
if(current_size >= 3)
|
|
move()
|
|
if(current_size <= 7)
|
|
pulse()
|
|
if(current_size >= 5)
|
|
if(prob(event_chance))//Chance for it to run a special event TODO:Come up with one or two more that fit
|
|
event()
|
|
return
|
|
|
|
|
|
attack_ai() //to prevent ais from gibbing themselves when they click on one.
|
|
return
|
|
|
|
|
|
proc
|
|
dissipate()
|
|
if(!dissipate)
|
|
return
|
|
if(dissipate_track >= dissipate_delay)
|
|
src.energy -= dissipate_strength
|
|
dissipate_track = 0
|
|
else
|
|
dissipate_track++
|
|
|
|
|
|
expand(var/force_size = 0)
|
|
var/temp_allowed_size = src.allowed_size
|
|
if(force_size)
|
|
temp_allowed_size = force_size
|
|
switch(temp_allowed_size)
|
|
if(1)
|
|
current_size = 1
|
|
icon = '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(3)//1 to 3 does not check for the turfs if you put the gens right next to a 1x1 then its going to eat them
|
|
current_size = 3
|
|
icon = '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(5)
|
|
if((check_turfs_in(1,2))&&(check_turfs_in(2,2))&&(check_turfs_in(4,2))&&(check_turfs_in(8,2)))
|
|
current_size = 5
|
|
icon = '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(7)
|
|
if((check_turfs_in(1,3))&&(check_turfs_in(2,3))&&(check_turfs_in(4,3))&&(check_turfs_in(8,3)))
|
|
current_size = 7
|
|
icon = '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(9)//this one also lacks a check for gens because it eats everything
|
|
current_size = 9
|
|
icon = '288x288.dmi'
|
|
icon_state = "singularity_s9"
|
|
pixel_x = -128
|
|
pixel_y = -128
|
|
grav_pull = 10
|
|
consume_range = 4
|
|
dissipate = 0 //It cant go smaller due to e loss
|
|
if(current_size == allowed_size)
|
|
return 1
|
|
else if(current_size < (--temp_allowed_size))
|
|
expand(temp_allowed_size)
|
|
else
|
|
return 0
|
|
|
|
|
|
check_energy()
|
|
if(energy <= 0)
|
|
del(src)
|
|
return 0
|
|
switch(energy)//Some of these numbers might need to be changed up later -Mport
|
|
if(1 to 199)
|
|
allowed_size = 1
|
|
if(200 to 499)
|
|
allowed_size = 3
|
|
if(500 to 999)
|
|
allowed_size = 5
|
|
if(1000 to 1999)
|
|
allowed_size = 7
|
|
if(2000 to INFINITY)
|
|
allowed_size = 9
|
|
if(current_size != allowed_size)
|
|
expand()
|
|
return 1
|
|
|
|
|
|
eat()
|
|
set background = 1
|
|
if(defer_powernet_rebuild != 2)
|
|
defer_powernet_rebuild = 1
|
|
for(var/atom/movable/X in orange(consume_range,src))
|
|
consume(X)
|
|
for(var/turf/X in orange(consume_range,src))
|
|
consume(X)
|
|
for(var/atom/movable/X in orange(grav_pull,src))
|
|
if(is_type_in_list(X, uneatable)) continue
|
|
if(((X) &&(!X:anchored) && (!istype(X,/mob/living/carbon/human)))|| (src.current_size >= 9))
|
|
step_towards(X,src)
|
|
else if(istype(X,/mob/living/carbon/human))
|
|
var/mob/living/carbon/human/H = X
|
|
if(istype(H.shoes,/obj/item/clothing/shoes/magboots))
|
|
var/obj/item/clothing/shoes/magboots/M = H.shoes
|
|
if(M.magpulse)
|
|
continue
|
|
step_towards(H,src)
|
|
if(defer_powernet_rebuild != 2)
|
|
defer_powernet_rebuild = 0
|
|
return
|
|
|
|
|
|
consume(var/atom/A)
|
|
var/gain = 0
|
|
if(is_type_in_list(A, uneatable))
|
|
return 0
|
|
if (istype(A,/mob/living))//Mobs get gibbed
|
|
gain = 20
|
|
if(istype(A,/mob/living/carbon/human))
|
|
if(A:mind)
|
|
if((A:mind:assigned_role == "Station Engineer") || (A:mind:assigned_role == "Chief Engineer") )
|
|
gain = 100
|
|
spawn()
|
|
A:gib()
|
|
sleep(1)
|
|
else if(istype(A,/obj/))
|
|
|
|
if (istype(A,/obj/item/weapon/storage/backpack/holding))
|
|
var/dist = max((current_size - 2),1)
|
|
explosion(src.loc,(dist/4),(dist/2),(dist))
|
|
return
|
|
|
|
if(istype(A, /obj/machinery/singularity))//Welp now you did it
|
|
var/obj/machinery/singularity/S = A
|
|
src.energy += (S.energy/2)//Absorb most of it
|
|
del(S)
|
|
var/dist = max((current_size - 2),1)
|
|
explosion(src.loc,(dist/4),(dist/2),(dist))
|
|
return//Quits here, the obj should be gone, hell we might be
|
|
|
|
if((teleport_del) && (!istype(A, /obj/machinery)))//Going to see if it does not lag less to tele items over to Z 2
|
|
var/obj/O = A
|
|
O.x = 2
|
|
O.y = 2
|
|
O.z = 2
|
|
else
|
|
A:ex_act(1.0)
|
|
if(A) del(A)
|
|
gain = 2
|
|
else if(isturf(A))
|
|
var/turf/T = A
|
|
if(T.intact)
|
|
for(var/obj/O in T.contents)
|
|
if(O.level != 1)
|
|
continue
|
|
if(O.invisibility == 101)
|
|
src.consume(O)
|
|
A:ReplaceWithSpace()
|
|
gain = 2
|
|
src.energy += gain
|
|
return
|
|
|
|
|
|
move(var/movement_dir = 0)
|
|
if(!move_self)
|
|
return 0
|
|
|
|
if(target && prob(80))
|
|
movement_dir = get_dir(src,target) //moves to a singulo beacon, if there is one
|
|
else if(!(movement_dir in cardinal))
|
|
movement_dir = pick(NORTH, SOUTH, EAST, WEST)
|
|
|
|
if(movement_dir == last_failed_movement)
|
|
var/list/L = new/list(NORTH, SOUTH, EAST, WEST)
|
|
L.Remove(last_failed_movement)
|
|
movement_dir = pick(L)
|
|
|
|
if(current_size >= 9)//The superlarge one does not care about things in its way
|
|
spawn(0)
|
|
step(src, movement_dir)
|
|
spawn(1)
|
|
step(src, movement_dir)
|
|
return 1
|
|
else if(check_turfs_in(movement_dir))
|
|
last_failed_movement = 0//Reset this because we moved
|
|
spawn(0)
|
|
step(src, movement_dir)
|
|
return 1
|
|
else
|
|
last_failed_movement = movement_dir
|
|
return 0
|
|
|
|
|
|
check_turfs_in(var/direction = 0, var/step = 0)
|
|
if(!direction)
|
|
return 0
|
|
var/steps = 0
|
|
if(!step)
|
|
switch(current_size)
|
|
if(1)
|
|
steps = 1
|
|
if(3)
|
|
steps = 3//Yes this is right
|
|
if(5)
|
|
steps = 3
|
|
if(7)
|
|
steps = 4
|
|
if(9)
|
|
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)
|
|
T2 = get_step(T2,dir2)
|
|
if(!isturf(T2))
|
|
return 0
|
|
turfs.Add(T2)
|
|
for(var/k = 1 to steps)
|
|
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
|
|
|
|
|
|
can_move(var/turf/T)
|
|
if(!T)
|
|
return 0
|
|
if((locate(/obj/machinery/containment_field) 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 && S.active)
|
|
return 0
|
|
return 1
|
|
|
|
|
|
event()
|
|
var/numb = pick(1,2,3,4,5,6)
|
|
switch(numb)
|
|
if(1)//EMP
|
|
emp_area()
|
|
if(2,3)//tox damage all carbon mobs in area
|
|
toxmob()
|
|
if(4)//Stun mobs who lack optic scanners
|
|
mezzer()
|
|
else
|
|
return 0
|
|
return 1
|
|
|
|
|
|
toxmob()
|
|
var/toxrange = 10
|
|
var/toxloss = 4
|
|
var/radiation = 5
|
|
if (src.energy>200)
|
|
toxloss = round(((src.energy-150)/50)*4,1)
|
|
radiation = round(((src.energy-150)/50)*5,1)
|
|
for(var/mob/living/carbon/M in view(toxrange, src.loc))
|
|
if(istype(M,/mob/living/carbon/human))
|
|
var/P = 0
|
|
if(M:wear_suit)
|
|
P += M:wear_suit.radiation_protection
|
|
if(M:head)
|
|
P += M:head.radiation_protection
|
|
if (P > 0)
|
|
if (P >= 1)
|
|
if(M:wear_suit)
|
|
M << "The [M:wear_suit] beeps, indicating it just received a burst of radiation. Good thing you had it on."
|
|
else if (M:head)
|
|
M << "The [M:head] beeps, indicating it just received a burst of radiation. Good thing you had it on."
|
|
else
|
|
M << "Your body deflects all the radiation"
|
|
return
|
|
if (toxloss >= 100)
|
|
toxloss = 100 - (P * 100) //a suit and/or headgear which protects you from 10% radiation will make you only receive 90 damage even if you're showered with a MILLION points of toxloss
|
|
else
|
|
toxloss = toxloss - (P * toxloss)
|
|
if (radiation > 15)
|
|
radiation = 15 - (15 * P)
|
|
else
|
|
radiation = radiation - (P * radiation)
|
|
if(M:wear_suit)
|
|
M << "\red The [M:wear_suit] absorbs some of the radiation from the singularity."
|
|
else if (M:head)
|
|
M << "\red The [M:head] absorbs some of the radiation from the singularity."
|
|
else
|
|
M << "\red Your body protects you from some of the radiation."
|
|
else
|
|
if(prob(50))
|
|
M << "\red <b>You feel odd.</b>"
|
|
else
|
|
M << "\red <b>You feel sick.</b>"
|
|
M.toxloss += toxloss
|
|
M.radiation += radiation
|
|
M.updatehealth()
|
|
return
|
|
|
|
|
|
mezzer()
|
|
for(var/mob/living/carbon/M in oviewers(8, src))
|
|
if(istype(M,/mob/living/carbon/human))
|
|
if(istype(M:glasses,/obj/item/clothing/glasses/meson))
|
|
M << "\blue You look directly into The [src.name], good thing you had your protective eyewear on!"
|
|
return
|
|
M << "\red You look directly into The [src.name] and feel weak."
|
|
if (M:stunned < 3)
|
|
M.stunned = 3
|
|
for(var/mob/O in viewers(M, null))
|
|
O.show_message(text("\red <B>[] stares blankly at The []!</B>", M, src), 1)
|
|
return
|
|
|
|
|
|
emp_area()
|
|
empulse(src, 8, 10)
|
|
return
|
|
|
|
|
|
pulse()
|
|
for(var/obj/machinery/power/rad_collector/R in orange(15,src))
|
|
if(istype(R,/obj/machinery/power/rad_collector))
|
|
R.receive_pulse(energy)
|
|
return
|
|
|
|
|
|
|
|
narsie //Moving narsie to a child object of the singularity so it can be made to function differently. --NEO
|
|
name = "Tear in the Fabric of Reality"
|
|
desc = "Your mind begins to bubble and ooze as it tries to comprehend what it sees."
|
|
icon = 'magic_terror.dmi'
|
|
pixel_x = -89
|
|
pixel_y = -85
|
|
current_size = 9 //It moves/eats like a max-size singulo, aside from range. --NEO
|
|
contained = 0 //Are we going to move around?
|
|
dissipate = 0 //Do we lose energy over time?
|
|
move_self = 1 //Do we move on our own?
|
|
grav_pull = 10 //How many tiles out do we pull?
|
|
consume_range = 3 //How many tiles out do we eat
|
|
|
|
process()
|
|
eat()
|
|
if(!target || prob(5))
|
|
pickcultist()
|
|
move()
|
|
if(prob(25))
|
|
mezzer()
|
|
|
|
consume(var/atom/A) //Has its own consume proc because it doesn't need energy and I don't want BoHs to explode it. --NEO
|
|
if(is_type_in_list(A, uneatable))
|
|
return 0
|
|
if (istype(A,/mob/living))//Mobs get gibbed
|
|
A:gib()
|
|
else if(istype(A,/obj/))
|
|
A:ex_act(1.0)
|
|
if(A) del(A)
|
|
else if(isturf(A))
|
|
var/turf/T = A
|
|
if(T.intact)
|
|
for(var/obj/O in T.contents)
|
|
if(O.level != 1)
|
|
continue
|
|
if(O.invisibility == 101)
|
|
src.consume(O)
|
|
A:ReplaceWithSpace()
|
|
return
|
|
|
|
ex_act() //No throwing bombs at it either. --NEO
|
|
return
|
|
|
|
proc/pickcultist() //Narsie rewards his cultists with being devoured first, then picks a ghost to follow. --NEO
|
|
var/list/cultists = list()
|
|
for(var/datum/mind/cult_nh_mind in ticker.mode.cult)
|
|
if(!cult_nh_mind.current)
|
|
continue
|
|
if(cult_nh_mind.current.stat)
|
|
continue
|
|
cultists += cult_nh_mind.current
|
|
if(cultists.len)
|
|
acquire(pick(cultists))
|
|
return
|
|
//If there was living cultists, it picks one to follow.
|
|
for(var/mob/living/carbon/human/food in world)
|
|
if(food.stat)
|
|
continue
|
|
cultists += food
|
|
if(cultists.len)
|
|
acquire(pick(cultists))
|
|
return
|
|
//no living cultists, pick a living human instead.
|
|
for(var/mob/dead/observer/ghost in world)
|
|
if(!ghost.client)
|
|
continue
|
|
cultists += ghost
|
|
if(cultists.len)
|
|
acquire(pick(cultists))
|
|
return
|
|
//no living humans, follow a ghost instead.
|
|
|
|
proc/acquire(var/mob/food)
|
|
target << "\blue <b>NAR-SIE HAS LOST INTEREST IN YOU</b>"
|
|
target = food
|
|
if(ishuman(target))
|
|
target << "\red <b>NAR-SIE HUNGERS FOR YOUR SOUL</b>"
|
|
else
|
|
target << "\red <b>NAR-SIE HAS CHOSEN YOU TO LEAD HIM TO HIS NEXT MEAL</b>"
|