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Polaris/code/game/objects/effects/prop/snake.dm

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/obj/effect/temporary_effect/pulse/snake
name = "snake head"
pulses_remaining = 20
pulse_delay = 0.5 SECONDS
icon_state = "arrow_omni"
invisibility = 100
// The atom which created this.
var/atom/movable/creator
// Will the snake ever intentionally move onto its creator's turf?
var/safe = FALSE
var/ignore_density = FALSE
// The turfs this snake has already crossed.
var/list/iterated_turfs = list()
// How many turfs this snake should remember.
var/total_turf_memory = 5
// Is the snake hunting a specific atom? (Will always try to meander toward this target.)
var/atom/hunting
/obj/effect/temporary_effect/pulse/snake/New(var/turf/T, var/atom/hunt_target, var/atom/Creator)
if(hunt_target)
hunting = hunt_target
if(Creator)
creator = Creator
..()
/obj/effect/temporary_effect/pulse/snake/pulse_loop() // Override needed unfortunately to handle the possibility of not finding a target turf.
set waitfor = FALSE
while(pulses_remaining)
sleep(pulse_delay)
if(on_pulse())
pulses_remaining--
else
break
qdel(src)
/obj/effect/temporary_effect/pulse/snake/on_pulse()
var/list/possible_turfs = list()
if(LAZYLEN(iterated_turfs) && iterated_turfs.len > total_turf_memory)
iterated_turfs.Cut(total_turf_memory + 1)
for(var/direction in list(NORTH, SOUTH, EAST, WEST, NORTHEAST, NORTHWEST, SOUTHEAST, SOUTHWEST) - turn(src.dir,180))
var/turf/T = get_step(src, direction)
if(T in iterated_turfs)
continue
if(!ignore_density && T.density)
continue
if(safe && creator && get_dir(src, T) == get_dir(src,creator))
continue
if(hunting && get_dist(T, hunting) > get_dist(src, hunting))
continue
possible_turfs |= T
if(T == get_step(src, dir))
possible_turfs[T] = 4
else
possible_turfs[T] = 1
var/turf/Target
if(LAZYLEN(possible_turfs)) // Pick from our remaining possible turfs.
Target = pickweight(possible_turfs)
else // IF we have none left, just pick a random one.
for(var/turf/T in oview(1, src))
possible_turfs |= T
Target = pick(possible_turfs)
if(Target)
iterated_turfs.Insert(1, Target)
on_leave_turf(get_turf(src))
dir = get_dir(src, Target)
forceMove(Target)
on_enter_turf(Target)
return TRUE
else
on_leave_turf(get_turf(src))
return FALSE
/obj/effect/temporary_effect/pulse/snake/proc/on_leave_turf(var/turf/T)
/obj/effect/temporary_effect/pulse/snake/proc/on_enter_turf(var/turf/T)
/obj/effect/temporary_effect/pulse/snake/testing/on_leave_turf(var/turf/T)
if(T)
new /obj/effect/temporary_effect/eruption/testing(T, 3 SECONDS, "#ff0000")
/obj/effect/temporary_effect/pulse/snake/testing/on_enter_turf(var/turf/T)
if(T)
T.color = "#00ff00"
spawn(3 SECONDS)
T.color = initial(T.color)
/obj/effect/temporary_effect/pulse/snake/testing/hunter/pulse_loop()
hunting = locate(/mob/living) in range(7, src)
..()
/*
* Subtypes
*/
/obj/effect/temporary_effect/pulse/snake/flamestrike
name = "fiery shockwave"
total_turf_memory = 8
pulses_remaining = 8
pulse_delay = 0.2 SECONDS
/obj/effect/temporary_effect/pulse/snake/flamestrike/on_leave_turf(var/turf/T)
if(T)
new /obj/effect/temporary_effect/eruption/flamestrike(T, 1.2 SECONDS, "#f75000")