mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-01-02 13:42:32 +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
156 lines
4.8 KiB
Plaintext
156 lines
4.8 KiB
Plaintext
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//holographic signs and barriers
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/obj/structure/holosign
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name = "holo sign"
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icon = 'icons/effects/effects.dmi'
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anchored = TRUE
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max_integrity = 1
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armor = list(MELEE = 0, BULLET = 50, LASER = 50, ENERGY = 50, BOMB = 0, RAD = 0, FIRE = 20, ACID = 20)
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var/obj/item/holosign_creator/projector
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/obj/structure/holosign/Initialize(mapload, source_projector)
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. = ..()
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if(source_projector)
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projector = source_projector
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projector.signs += src
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/obj/structure/holosign/Destroy()
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if(projector)
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projector.signs -= src
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projector = null
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return ..()
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/obj/structure/holosign/attack_hand(mob/living/user)
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. = ..()
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if(.)
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return
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user.do_attack_animation(src)
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user.changeNext_move(CLICK_CD_MELEE)
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take_damage(5 , BRUTE, MELEE, 1)
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/obj/structure/holosign/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0)
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switch(damage_type)
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if(BRUTE)
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playsound(loc, 'sound/weapons/egloves.ogg', 80, TRUE)
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if(BURN)
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playsound(loc, 'sound/weapons/egloves.ogg', 80, TRUE)
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/obj/structure/holosign/wetsign
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name = "wet floor sign"
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desc = "The words flicker as if they mean nothing."
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icon_state = "holosign"
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/obj/structure/holosign/wetsign/proc/wet_timer_start(obj/item/holosign_creator/HS_C)
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addtimer(CALLBACK(src, PROC_REF(wet_timer_finish), HS_C), 82 SECONDS, TIMER_UNIQUE)
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/obj/structure/holosign/wetsign/proc/wet_timer_finish(obj/item/holosign_creator/HS_C)
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playsound(HS_C.loc, 'sound/machines/chime.ogg', 20, 1)
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qdel(src)
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/obj/structure/holosign/barrier
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name = "holo barrier"
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desc = "A short holographic barrier which can only be passed by walking."
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icon_state = "holosign_sec"
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pass_flags_self = LETPASSTHROW | PASSTAKE
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density = TRUE
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max_integrity = 20
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var/allow_walk = TRUE //can we pass through it on walk intent
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/obj/structure/holosign/barrier/CanPass(atom/movable/mover, border_dir)
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if(!density)
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return TRUE
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if(mover.pass_flags & (PASSGLASS|PASSTABLE|PASSGRILLE))
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return TRUE
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if(isliving(mover))
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var/mob/living/walker = mover
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if(allow_walk && (walker.m_intent == MOVE_INTENT_WALK || (walker.pulledby && walker.pulledby.m_intent == MOVE_INTENT_WALK)))
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return TRUE
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/obj/structure/holosign/barrier/engineering
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icon_state = "holosign_engi"
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flags_2 = RAD_PROTECT_CONTENTS_2 | RAD_NO_CONTAMINATE_2
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rad_insulation_beta = RAD_LIGHT_INSULATION
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/obj/structure/holosign/barrier/atmos
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name = "holo firelock"
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desc = "A holographic barrier resembling a firelock. Though it does not prevent solid objects from passing through, gas is kept out."
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icon_state = "holo_firelock"
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density = FALSE
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layer = ABOVE_MOB_LAYER
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anchored = TRUE
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alpha = 150
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flags_2 = RAD_PROTECT_CONTENTS_2 | RAD_NO_CONTAMINATE_2
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rad_insulation_beta = RAD_LIGHT_INSULATION
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/obj/structure/holosign/barrier/atmos/Initialize(mapload)
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. = ..()
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recalculate_atmos_connectivity()
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// Airtight.
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/obj/structure/holosign/barrier/atmos/CanAtmosPass(direction)
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return FALSE
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// Heatproof.
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/obj/structure/holosign/barrier/atmos/get_superconductivity(direction)
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return 0
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/obj/structure/holosign/barrier/atmos/Destroy()
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var/turf/T = get_turf(src)
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. = ..()
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T.recalculate_atmos_connectivity()
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/obj/structure/holosign/barrier/cyborg
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name = "Energy Field"
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desc = "A fragile energy field that blocks movement. Excels at blocking lethal projectiles."
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density = TRUE
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max_integrity = 10
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allow_walk = FALSE
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/obj/structure/holosign/barrier/cyborg/bullet_act(obj/item/projectile/P)
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take_damage((P.damage / 5) , BRUTE, MELEE, 1) //Doesn't really matter what damage flag it is.
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if(istype(P, /obj/item/projectile/energy/electrode))
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take_damage(10, BRUTE, MELEE, 1) //Tasers aren't harmful.
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if(istype(P, /obj/item/projectile/beam/disabler))
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take_damage(5, BRUTE, MELEE, 1) //Disablers aren't harmful.
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/obj/structure/holosign/barrier/cyborg/hacked
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name = "Charged Energy Field"
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desc = "A powerful energy field that blocks movement. Energy arcs off it."
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max_integrity = 20
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var/shockcd = 0
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/obj/structure/holosign/barrier/cyborg/hacked/bullet_act(obj/item/projectile/P)
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take_damage(P.damage, BRUTE, MELEE, 1) //Yeah no this doesn't get projectile resistance.
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/obj/structure/holosign/barrier/cyborg/hacked/proc/cooldown()
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shockcd = FALSE
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/obj/structure/holosign/barrier/cyborg/hacked/attack_hand(mob/living/user)
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. = ..()
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if(.)
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return
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if(!shockcd)
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if(isliving(user))
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var/mob/living/M = user
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M.electrocute_act(15, "Energy Barrier")
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shockcd = TRUE
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addtimer(CALLBACK(src, PROC_REF(cooldown)), 5)
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/obj/structure/holosign/barrier/cyborg/hacked/Bumped(atom/movable/AM)
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if(shockcd)
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return
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if(!isliving(AM))
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return
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var/mob/living/M = AM
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M.electrocute_act(15, "Energy Barrier")
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shockcd = TRUE
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addtimer(CALLBACK(src, PROC_REF(cooldown)), 5)
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/obj/structure/holosign/barrier/cyborg/hacked/detective
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name = "investigation barrier"
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desc = "An authoritive holographic barrier proclaiming a crime scene. Energy arcs off of it."
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icon_state = "holosign_det"
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