/* * Here there be the base component for artifacts. */ /atom/proc/is_anomalous() return (GetComponent(/datum/component/artifact_master)) /atom/proc/become_anomalous() if(!is_anomalous()) AddComponent(/datum/component/artifact_master) if(istype(src, /obj/item)) var/obj/item/I = src LAZYINITLIST(I.origin_tech) if(prob(50)) I.origin_tech[TECH_PRECURSOR] += 1 else I.origin_tech[TECH_ARCANE] += 1 var/rand_tech = pick(\ TECH_MATERIAL,\ TECH_ENGINEERING,\ TECH_PHORON,\ TECH_POWER,\ TECH_BLUESPACE,\ TECH_BIO,\ TECH_COMBAT,\ TECH_MAGNET,\ TECH_DATA,\ TECH_ILLEGAL\ ) LAZYSET(I.origin_tech, rand_tech, rand(4,7)) /datum/component/artifact_master var/atom/holder var/list/my_effects dupe_type = /datum/component/artifact_master var/effect_generation_chance = 100 var/list/make_effects var/artifact_id /datum/component/artifact_master/New() . = ..() holder = parent if(!holder) qdel(src) return my_effects = list() START_PROCESSING(SSobj, src) do_setup() return /* * Component System Registry. * Here be dragons. */ /datum/component/artifact_master/proc/DoRegistry() //Melee Hit RegisterSignal(holder, COMSIG_PARENT_ATTACKBY, /datum/component/artifact_master/proc/on_attackby, override = FALSE) //Explosions RegisterSignal(holder, COMSIG_ATOM_EX_ACT, /datum/component/artifact_master/proc/on_exact, override = FALSE) //Bullets RegisterSignal(holder, COMSIG_ATOM_BULLET_ACT, /datum/component/artifact_master/proc/on_bullet, override = FALSE) //Attackhand RegisterSignal(holder, COMSIG_ATOM_ATTACK_HAND, /datum/component/artifact_master/proc/on_attack_hand, override = FALSE) //Bumped / Bumping RegisterSignal(holder, COMSIG_MOVABLE_BUMP, /datum/component/artifact_master/proc/on_bump, override = FALSE) RegisterSignal(holder, COMSIG_ATOM_BUMPED, /datum/component/artifact_master/proc/on_bumped, override = FALSE) //Moved RegisterSignal(holder, COMSIG_MOVABLE_MOVED, /datum/component/artifact_master/proc/on_moved, override = FALSE) //Splashed with a reagent. RegisterSignal(holder, COMSIG_REAGENTS_TOUCH, /datum/component/artifact_master/proc/on_reagent, override = FALSE) /* * */ /datum/component/artifact_master/proc/get_active_effects() var/list/active_effects = list() for(var/datum/artifact_effect/my_effect in my_effects) if(my_effect.activated) active_effects |= my_effect return active_effects /datum/component/artifact_master/proc/add_effect() var/effect_type = input(usr, "What type do you want?", "Effect Type") as null|anything in subtypesof(/datum/artifact_effect) if(effect_type) var/datum/artifact_effect/my_effect = new effect_type(src) if(istype(holder, my_effect.req_type)) my_effects += my_effect else to_chat(usr, "This effect can not be applied to this atom type.") qdel(my_effect) /datum/component/artifact_master/proc/remove_effect() var/to_remove_effect = input(usr, "What effect do you want to remove?", "Remove Effect") as null|anything in my_effects if(to_remove_effect) var/datum/artifact_effect/AE = to_remove_effect my_effects.Remove(to_remove_effect) qdel(AE) /datum/component/artifact_master/Destroy() holder = null for(var/datum/artifact_effect/AE in my_effects) AE.master = null qdel(AE) STOP_PROCESSING(SSobj,src) . = ..() /datum/component/artifact_master/proc/do_setup() if(LAZYLEN(make_effects)) for(var/path in make_effects) var/datum/artifact_effect/new_effect = new path(src) if(istype(holder, new_effect.req_type)) my_effects += new_effect else generate_effects() DoRegistry() /datum/component/artifact_master/proc/generate_effects() while(effect_generation_chance > 0) var/chosen_path = pick_effect() if(effect_generation_chance >= 100) // If we're above 100 percent, just cut a flat amount and add an effect. var/datum/artifact_effect/AE = new chosen_path(src) if(istype(holder, AE.req_type)) my_effects += AE effect_generation_chance -= 30 else AE.master = src qdel(AE) continue effect_generation_chance /= 2 if(prob(effect_generation_chance)) // Otherwise, add effects as normal, with decreasing probability. my_effects += new chosen_path(src) effect_generation_chance = round(effect_generation_chance) /datum/component/artifact_master/proc/pick_effect() return pickweight(list( pick(subtypesof(/datum/artifact_effect/common)) = 50, pick(subtypesof(/datum/artifact_effect/uncommon)) = 30, pick(subtypesof(/datum/artifact_effect/rare)) = 17, pick(subtypesof(/datum/artifact_effect/extreme)) = 3 )) /datum/component/artifact_master/proc/get_holder() // Returns the holder. return holder /datum/component/artifact_master/proc/get_primary() if(LAZYLEN(my_effects)) return my_effects[1] return FALSE /* * Trigger code. */ /datum/component/artifact_master/proc/on_exact() var/severity = args[2] var/triggered = FALSE for(var/datum/artifact_effect/my_effect in my_effects) switch(severity) if(1.0) if(my_effect.trigger == TRIGGER_FORCE || my_effect.trigger == TRIGGER_HEAT || my_effect.trigger == TRIGGER_ENERGY) my_effect.ToggleActivate() triggered = TRUE if(2.0) if(my_effect.trigger == TRIGGER_FORCE || my_effect.trigger == TRIGGER_HEAT) my_effect.ToggleActivate() triggered = TRUE if(3.0) if (my_effect.trigger == TRIGGER_FORCE) my_effect.ToggleActivate() triggered = TRUE if(triggered) return COMPONENT_IGNORE_EXPLOSION return /datum/component/artifact_master/proc/on_bullet() var/obj/item/projectile/P = args[2] var/triggered = TRUE for(var/datum/artifact_effect/my_effect in my_effects) if(istype(P,/obj/item/projectile/bullet)) if(my_effect.trigger == TRIGGER_FORCE) my_effect.ToggleActivate() triggered = TRUE else if(istype(P,/obj/item/projectile/beam) ||\ istype(P,/obj/item/projectile/ion) ||\ istype(P,/obj/item/projectile/energy)) if(my_effect.trigger == TRIGGER_ENERGY) my_effect.ToggleActivate() triggered = TRUE if(triggered) return COMPONENT_CANCEL_ATTACK_CHAIN return /datum/component/artifact_master/proc/on_bump() var/atom/bumped = args[2] var/warn = FALSE for(var/datum/artifact_effect/my_effect in my_effects) if(istype(bumped,/obj)) if(bumped:throwforce >= 10) if(my_effect.trigger == TRIGGER_FORCE) my_effect.ToggleActivate() else if(ishuman(bumped) && GetAnomalySusceptibility(bumped) >= 0.5) if (my_effect.trigger == TRIGGER_TOUCH && prob(50)) my_effect.ToggleActivate() warn = 1 if (my_effect.effect == EFFECT_TOUCH && prob(50)) my_effect.DoEffectTouch(bumped) warn = 1 if(warn && isliving(bumped)) to_chat(bumped, "You accidentally touch \the [holder] as it hits you.") /datum/component/artifact_master/proc/on_bumped() var/atom/movable/M = args[2] var/warn = FALSE for(var/datum/artifact_effect/my_effect in my_effects) if(istype(M,/obj)) if(M:throwforce >= 10) if(my_effect.trigger == TRIGGER_FORCE) my_effect.ToggleActivate() else if(ishuman(M) && !istype(M:gloves,/obj/item/clothing/gloves)) if (my_effect.trigger == TRIGGER_TOUCH && prob(50)) my_effect.ToggleActivate() warn = 1 if (my_effect.effect == EFFECT_TOUCH && prob(50)) my_effect.DoEffectTouch(M) warn = 1 if(warn && isliving(M)) to_chat(M, "You accidentally touch \the [holder].") /datum/component/artifact_master/proc/on_attack_hand() var/mob/living/user = args[2] if(!istype(user)) return if (get_dist(user, holder) > 1) to_chat(user, "You can't reach [holder] from here.") return if(ishuman(user) && user:gloves) to_chat(user, "You touch [holder] with your gloved hands, [pick("but nothing of note happens","but nothing happens","but nothing interesting happens","but you notice nothing different","but nothing seems to have happened")].") return var/triggered = FALSE for(var/datum/artifact_effect/my_effect in my_effects) if(my_effect.trigger == TRIGGER_TOUCH) triggered = TRUE my_effect.ToggleActivate() if (my_effect.effect == EFFECT_TOUCH) triggered = TRUE my_effect.DoEffectTouch(user) if(triggered) to_chat(user, "You touch [holder].") else to_chat(user, "You touch [holder], [pick("but nothing of note happens","but nothing happens","but nothing interesting happens","but you notice nothing different","but nothing seems to have happened")].") /datum/component/artifact_master/proc/on_attackby() var/obj/item/W = args[2] for(var/datum/artifact_effect/my_effect in my_effects) if (istype(W, /obj/item/reagent_containers)) if(W.reagents.has_reagent("hydrogen", 1) || W.reagents.has_reagent("water", 1)) if(my_effect.trigger == TRIGGER_WATER) return my_effect.ToggleActivate() else if(W.reagents.has_reagent("sacid", 1) || W.reagents.has_reagent("pacid", 1) || W.reagents.has_reagent("diethylamine", 1)) if(my_effect.trigger == TRIGGER_ACID) return my_effect.ToggleActivate() else if(W.reagents.has_reagent("phoron", 1) || W.reagents.has_reagent("thermite", 1)) if(my_effect.trigger == TRIGGER_VOLATILE) return my_effect.ToggleActivate() else if(W.reagents.has_reagent("toxin", 1) || W.reagents.has_reagent("cyanide", 1) || W.reagents.has_reagent("amatoxin", 1) || W.reagents.has_reagent("neurotoxin", 1)) if(my_effect.trigger == TRIGGER_TOXIN) return my_effect.ToggleActivate() else if(istype(W,/obj/item/melee/baton) && W:status ||\ istype(W,/obj/item/melee/energy) ||\ istype(W,/obj/item/melee/cultblade) ||\ istype(W,/obj/item/card/emag) ||\ istype(W,/obj/item/multitool)) if (my_effect.trigger == TRIGGER_ENERGY) return my_effect.ToggleActivate() else if (istype(W,/obj/item/flame) && W:lit ||\ istype(W,/obj/item/weldingtool) && W:welding) if(my_effect.trigger == TRIGGER_HEAT) return my_effect.ToggleActivate() else if (my_effect.trigger == TRIGGER_FORCE && W.force >= 10) return my_effect.ToggleActivate() return my_effect.attackby(args[3], args[2]) /datum/component/artifact_master/proc/on_reagent() var/datum/reagent/Touching = args[1] var/list/water = list("hydrogen", "water") var/list/acid = list("sacid", "pacid", "diethylamine") var/list/volatile = list("phoron","thermite") var/list/toxic = list("toxin","cyanide","amatoxin","neurotoxin") for(var/datum/artifact_effect/my_effect in my_effects) if(Touching.id in water) if(my_effect.trigger == TRIGGER_WATER) my_effect.ToggleActivate() else if(Touching.id in acid) if(my_effect.trigger == TRIGGER_ACID) my_effect.ToggleActivate() else if(Touching.id in volatile) if(my_effect.trigger == TRIGGER_VOLATILE) my_effect.ToggleActivate() else if(Touching.id in toxic) if(my_effect.trigger == TRIGGER_TOXIN) my_effect.ToggleActivate() /datum/component/artifact_master/proc/on_moved(var/list/arguments) var/turf/old_loc = get_turf(holder) // If we don't get an oldturf, at least try to use the new one. if(LAZYLEN(arguments) && isturf(arguments[0])) old_loc = arguments[0] for(var/datum/artifact_effect/my_effect in my_effects) if(my_effect) my_effect.UpdateMove(old_loc) /datum/component/artifact_master/process() if(!holder) // Some instances can be created and rapidly lose their holder, if they are destroyed rapidly on creation. IE, during excavation. STOP_PROCESSING(SSobj, src) if(!QDELETED(src)) qdel(src) return var/turf/L = holder.loc if(!istype(L) && !isliving(L)) // We're inside a non-mob container or on null turf, either way stop processing effects return if(istype(holder, /atom/movable)) var/atom/movable/HA = holder if(HA.pulledby) on_bumped(holder, HA.pulledby) //if any of our effects rely on environmental factors, work that out var/trigger_cold = 0 var/trigger_hot = 0 var/trigger_phoron = 0 var/trigger_oxy = 0 var/trigger_co2 = 0 var/trigger_nitro = 0 var/turf/T = get_turf(holder) var/datum/gas_mixture/env = T.return_air() if(env) if(env.temperature < 225) trigger_cold = 1 else if(env.temperature > 375) trigger_hot = 1 if(env.gas["phoron"] >= 10) trigger_phoron = 1 if(env.gas["oxygen"] >= 10) trigger_oxy = 1 if(env.gas["carbon_dioxide"] >= 10) trigger_co2 = 1 if(env.gas["nitrogen"] >= 10) trigger_nitro = 1 for(var/datum/artifact_effect/my_effect in my_effects) my_effect.artifact_id = artifact_id my_effect.process() //COLD ACTIVATION if(my_effect.trigger == TRIGGER_COLD && (trigger_cold ^ my_effect.activated)) my_effect.ToggleActivate() //HEAT ACTIVATION if(my_effect.trigger == TRIGGER_HEAT && (trigger_hot ^ my_effect.activated)) my_effect.ToggleActivate() //PHORON GAS ACTIVATION if(my_effect.trigger == TRIGGER_PHORON && (trigger_phoron ^ my_effect.activated)) my_effect.ToggleActivate() //OXYGEN GAS ACTIVATION if(my_effect.trigger == TRIGGER_OXY && (trigger_oxy ^ my_effect.activated)) my_effect.ToggleActivate() //CO2 GAS ACTIVATION if(my_effect.trigger == TRIGGER_CO2 && (trigger_co2 ^ my_effect.activated)) my_effect.ToggleActivate() //NITROGEN GAS ACTIVATION if(my_effect.trigger == TRIGGER_NITRO && (trigger_nitro ^ my_effect.activated)) my_effect.ToggleActivate()