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* compiles checkpoint * fix some * updatepaths * fix * rrr * linters * fiexs * icon fixes * plasmemes * fix * fix * fix bit more * fix * well * cleanup * fix glasses layer * conflict * fuck gun code * fixes * fix * fixes to energy guns * review * conflict * support that 1 unathi pixel * fix
172 lines
7.1 KiB
Plaintext
172 lines
7.1 KiB
Plaintext
/**********************Resonator**********************/
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/obj/item/resonator
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name = "resonator"
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icon = 'icons/obj/mining_tool.dmi'
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icon_state = "resonator"
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origin_tech = "magnets=3;engineering=3"
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desc = "A handheld device that creates small fields of energy that resonate until they detonate, crushing rock. It can also be activated without a target to create a field at the user's location, to act as a delayed time trap. It's more effective in a vaccuum."
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force = 15
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throwforce = 10
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/// the mode of the resonator; has three modes: auto (1), manual (2), and matrix (3)
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var/mode = RESONATOR_MODE_AUTO
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/// How efficient it is in manual mode. Yes, we lower the damage cuz it's gonna be used for mobhunt
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var/quick_burst_mod = 0.8
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/// the number of fields the resonator is allowed to have at once
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var/fieldlimit = 4
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/// the list of currently active fields from this resonator
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var/list/fields = list()
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/// the number that is added to the failure_prob, which is the probability of whether it will spread or not
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var/adding_failure = 50
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/obj/item/resonator/attack_self__legacy__attackchain(mob/user)
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if(mode == RESONATOR_MODE_AUTO)
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to_chat(user, "<span class='notice'>You set the [name]'s fields to detonate only after you hit it with [src].</span>")
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mode = RESONATOR_MODE_MANUAL
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else
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to_chat(user, "<span class='notice'>You set [src]'s fields to detonate after 2 seconds.</span>")
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mode = RESONATOR_MODE_AUTO
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/obj/item/resonator/upgraded
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name = "upgraded resonator"
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desc = "An upgraded version of the resonator that can produce more fields at once, as well as having no damage penalty for bursting a resonance field early. It also allows you to set 'Resonance matrixes', that detonate after someone (or something) walks over it."
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icon_state = "resonator_u"
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origin_tech = "materials=4;powerstorage=3;engineering=3;magnets=3"
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fieldlimit = 6
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quick_burst_mod = 1
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/obj/item/resonator/upgraded/attack_self__legacy__attackchain(mob/user)
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if(mode == RESONATOR_MODE_AUTO)
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to_chat(user, "<span class='notice'>You set [src]'s fields to detonate only after being attacked by [src].</span>")
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mode = RESONATOR_MODE_MANUAL
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else if(mode == RESONATOR_MODE_MANUAL)
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to_chat(user, "<span class='notice'>You set [src]'s fields to work as matrix traps.</span>")
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mode = RESONATOR_MODE_MATRIX
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else
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to_chat(user, "<span class='notice'>You set [src]'s fields to detonate automatically after 2 seconds.</span>")
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mode = RESONATOR_MODE_AUTO
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/obj/item/resonator/proc/create_resonance(target, mob/user)
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var/turf/target_turf = get_turf(target)
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var/obj/effect/temp_visual/resonance/resonance_field = locate(/obj/effect/temp_visual/resonance) in target_turf
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if(resonance_field)
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resonance_field.damage_multiplier = quick_burst_mod
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resonance_field.burst()
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return
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if(LAZYLEN(fields) < fieldlimit)
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new /obj/effect/temp_visual/resonance(target_turf, user, src, mode, adding_failure)
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user.changeNext_move(CLICK_CD_MELEE)
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/obj/item/resonator/pre_attack(atom/target, mob/user, params)
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if(check_allowed_items(target, not_inside = TRUE))
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create_resonance(target, user)
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return ..()
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//resonance field, crushes rock, damages mobs
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/obj/effect/temp_visual/resonance
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name = "resonance field"
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desc = "A resonating field that significantly damages anything inside of it when the field eventually ruptures. More damaging in low pressure environments."
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icon_state = "shield1"
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layer = ABOVE_ALL_MOB_LAYER
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duration = 60 SECONDS
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/// the amount of damage living beings will take whilst inside the field during its burst
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var/resonance_damage = 20
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/// the modifier to resonance_damage; affected by the quick_burst_mod from the resonator
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var/damage_multiplier = 1
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/// the parent creator (user) of this field
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var/mob/creator
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/// the parent resonator of this field
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var/obj/item/resonator/parent_resonator
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/// whether the field is rupturing currently or not (to prevent recursion)
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var/rupturing = FALSE
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/// the probability that the field will not be able to spread
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var/failure_prob = 0
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/// the number that is added to the failure_prob. Will default to 50
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var/adding_failure
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/obj/effect/temp_visual/resonance/Initialize(mapload, set_creator, set_resonator, mode, set_failure = 50)
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if(mode == RESONATOR_MODE_AUTO)
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duration = 2 SECONDS
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if(mode == RESONATOR_MODE_MATRIX)
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icon_state = "shield2"
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name = "resonance matrix"
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RegisterSignal(src, COMSIG_ATOM_ENTERED, PROC_REF(burst))
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var/static/list/loc_connections = list(
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COMSIG_ATOM_ENTERED = PROC_REF(burst),
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)
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AddElement(/datum/element/connect_loc, loc_connections)
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. = ..()
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creator = set_creator
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parent_resonator = set_resonator
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if(parent_resonator)
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parent_resonator.fields += src
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adding_failure = set_failure
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playsound(src, 'sound/weapons/resonator_blast.ogg', 50, TRUE)
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if(mode == RESONATOR_MODE_AUTO)
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transform = matrix() * 0.75
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animate(src, transform = matrix() * 1.5, time = duration)
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deltimer(timerid)
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timerid = addtimer(CALLBACK(src, PROC_REF(burst)), duration, TIMER_STOPPABLE)
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/obj/effect/temp_visual/resonance/Destroy()
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if(parent_resonator)
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parent_resonator.fields -= src
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parent_resonator = null
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creator = null
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. = ..()
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/obj/effect/temp_visual/resonance/proc/check_pressure(turf/proj_turf)
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if(!proj_turf)
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proj_turf = get_turf(src)
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resonance_damage = initial(resonance_damage)
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if(lavaland_equipment_pressure_check(proj_turf))
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name = "strong [initial(name)]"
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resonance_damage *= 3
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else
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name = initial(name)
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resonance_damage *= damage_multiplier
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/obj/effect/temp_visual/resonance/proc/burst()
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SIGNAL_HANDLER // COMSIG_ATOM_ENTERED
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if(rupturing)
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return
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rupturing = TRUE
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var/turf/src_turf = get_turf(src)
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new /obj/effect/temp_visual/resonance_crush(src_turf)
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if(ismineralturf(src_turf))
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var/turf/simulated/mineral/mineral_turf = src_turf
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if(is_ancient_rock(mineral_turf))
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failure_prob = 100 // rock too strong for resonance field
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visible_message("<span class='notice'>This rock appears to be resistant to all mining tools except pickaxes!</span>")
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else
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mineral_turf.gets_drilled(creator)
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check_pressure(src_turf)
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playsound(src_turf, 'sound/weapons/resonator_blast.ogg', 50, TRUE)
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for(var/mob/living/attacked_living in src_turf)
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if(creator)
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log_attack(creator, attacked_living, "used a resonator field on", "resonator")
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to_chat(attacked_living, "<span class='danger'>[src] ruptured with you in it!</span>")
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attacked_living.apply_damage(resonance_damage, BRUTE)
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for(var/obj/effect/temp_visual/resonance/field in orange(1, src))
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if(field.rupturing)
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continue
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if(parent_resonator.mode == RESONATOR_MODE_AUTO || parent_resonator.mode == RESONATOR_MODE_MANUAL)
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field.burst()
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if(!prob(failure_prob) && parent_resonator)
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for(var/turf/simulated/mineral/mineral_spread in orange(1, src))
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if(locate(/obj/effect/temp_visual/resonance) in mineral_spread)
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continue
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var/obj/effect/temp_visual/resonance/new_field = new(mineral_spread, creator, parent_resonator, parent_resonator.mode)
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new_field.failure_prob = failure_prob + adding_failure
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qdel(src)
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/obj/effect/temp_visual/resonance_crush
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icon_state = "shield1"
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layer = ABOVE_ALL_MOB_LAYER
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duration = 4
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/obj/effect/temp_visual/resonance_crush/Initialize(mapload)
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. = ..()
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transform = matrix() * 1.5
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animate(src, transform = matrix() * 0.1, alpha = 50, time = 4)
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