mirror of
https://github.com/SPLURT-Station/S.P.L.U.R.T-Station-13.git
synced 2025-12-10 01:49:19 +00:00
218 lines
10 KiB
Plaintext
218 lines
10 KiB
Plaintext
//Spatial gateway: A usually one-way rift to another location.
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/obj/effect/clockwork/spatial_gateway
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name = "spatial gateway"
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desc = "A gently thrumming tear in reality."
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clockwork_desc = "A gateway in reality."
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icon_state = "spatial_gateway"
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density = TRUE
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light_range = 2
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light_power = 3
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light_color = "#6A4D2F"
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var/sender = TRUE //If this gateway is made for sending, not receiving
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var/both_ways = FALSE
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var/lifetime = 25 //How many deciseconds this portal will last
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var/uses = 1 //How many objects or mobs can go through the portal
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var/obj/effect/clockwork/spatial_gateway/linked_gateway //The gateway linked to this one
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var/timerid
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/obj/effect/clockwork/spatial_gateway/Initialize()
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. = ..()
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addtimer(CALLBACK(src, .proc/check_setup), 1)
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/obj/effect/clockwork/spatial_gateway/Destroy()
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deltimer(timerid)
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return ..()
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/obj/effect/clockwork/spatial_gateway/proc/check_setup()
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if(!linked_gateway)
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qdel(src)
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return
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if(both_ways)
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clockwork_desc = "A gateway in reality. It can both send and receive objects."
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else
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clockwork_desc = "A gateway in reality. It can only [sender ? "send" : "receive"] objects."
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timerid = QDEL_IN(src, lifetime)
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//set up a gateway with another gateway
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/obj/effect/clockwork/spatial_gateway/proc/setup_gateway(obj/effect/clockwork/spatial_gateway/gatewayB, set_duration, set_uses, two_way)
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if(!gatewayB || !set_duration || !uses)
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return FALSE
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linked_gateway = gatewayB
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gatewayB.linked_gateway = src
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if(two_way)
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both_ways = TRUE
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gatewayB.both_ways = TRUE
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else
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sender = TRUE
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gatewayB.sender = FALSE
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gatewayB.density = FALSE
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lifetime = set_duration
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gatewayB.lifetime = set_duration
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uses = set_uses
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gatewayB.uses = set_uses
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return TRUE
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/obj/effect/clockwork/spatial_gateway/examine(mob/user)
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..()
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if(is_servant_of_ratvar(user) || isobserver(user))
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to_chat(user, "<span class='brass'>It has [uses] uses remaining.</span>")
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/obj/effect/clockwork/spatial_gateway/attack_ghost(mob/user)
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if(linked_gateway)
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user.forceMove(get_turf(linked_gateway))
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..()
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/obj/effect/clockwork/spatial_gateway/attack_hand(mob/living/user)
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if(!uses)
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return FALSE
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if(user.pulling && user.a_intent == INTENT_GRAB && isliving(user.pulling))
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var/mob/living/L = user.pulling
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if(L.buckled || L.anchored || L.has_buckled_mobs())
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return FALSE
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user.visible_message("<span class='warning'>[user] shoves [L] into [src]!</span>", "<span class='danger'>You shove [L] into [src]!</span>")
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user.stop_pulling()
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pass_through_gateway(L)
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return TRUE
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if(!user.canUseTopic(src))
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return FALSE
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user.visible_message("<span class='warning'>[user] climbs through [src]!</span>", "<span class='danger'>You brace yourself and step through [src]...</span>")
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pass_through_gateway(user)
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return TRUE
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/obj/effect/clockwork/spatial_gateway/attackby(obj/item/I, mob/living/user, params)
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if(istype(I, /obj/item/weapon/nullrod))
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user.visible_message("<span class='warning'>[user] dispels [src] with [I]!</span>", "<span class='danger'>You close [src] with [I]!</span>")
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qdel(linked_gateway)
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qdel(src)
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return TRUE
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if(istype(I, /obj/item/clockwork/slab))
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to_chat(user, "<span class='heavy_brass'>\"I don't think you want to drop your slab into that.\"\n\"If you really want to, try throwing it.\"</span>")
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return TRUE
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if(user.drop_item() && uses)
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user.visible_message("<span class='warning'>[user] drops [I] into [src]!</span>", "<span class='danger'>You drop [I] into [src]!</span>")
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pass_through_gateway(I, TRUE)
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return TRUE
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return ..()
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/obj/effect/clockwork/spatial_gateway/ex_act(severity)
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if(severity == 1 && uses)
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uses = 0
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visible_message("<span class='warning'>[src] is disrupted!</span>")
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animate(src, alpha = 0, transform = matrix()*2, time = 10, flags_1 = ANIMATION_END_NOW)
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deltimer(timerid)
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timerid = QDEL_IN(src, 10)
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linked_gateway.uses = 0
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linked_gateway.visible_message("<span class='warning'>[linked_gateway] is disrupted!</span>")
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animate(linked_gateway, alpha = 0, transform = matrix()*2, time = 10, flags_1 = ANIMATION_END_NOW)
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deltimer(linked_gateway.timerid)
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linked_gateway.timerid = QDEL_IN(linked_gateway, 10)
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return TRUE
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return FALSE
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/obj/effect/clockwork/spatial_gateway/CollidedWith(atom/movable/AM)
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..()
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if(!QDELETED(AM))
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pass_through_gateway(AM, FALSE)
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/obj/effect/clockwork/spatial_gateway/proc/pass_through_gateway(atom/movable/A, no_cost)
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if(!linked_gateway)
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qdel(src)
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return FALSE
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if(!sender)
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visible_message("<span class='warning'>[A] bounces off [src]!</span>")
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return FALSE
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if(!uses)
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return FALSE
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if(isliving(A))
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var/mob/living/user = A
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to_chat(user, "<span class='warning'><b>You pass through [src] and appear elsewhere!</b></span>")
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linked_gateway.visible_message("<span class='warning'>A shape appears in [linked_gateway] before emerging!</span>")
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playsound(src, 'sound/effects/empulse.ogg', 50, 1)
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playsound(linked_gateway, 'sound/effects/empulse.ogg', 50, 1)
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transform = matrix() * 1.5
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linked_gateway.transform = matrix() * 1.5
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A.forceMove(get_turf(linked_gateway))
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if(!no_cost)
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uses = max(0, uses - 1)
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linked_gateway.uses = max(0, linked_gateway.uses - 1)
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if(!uses)
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animate(src, transform = matrix() * 0.1, time = 10, flags_1 = ANIMATION_END_NOW)
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animate(linked_gateway, transform = matrix() * 0.1, time = 10, flags_1 = ANIMATION_END_NOW)
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density = FALSE
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linked_gateway.density = FALSE
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else
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animate(src, transform = matrix() / 1.5, time = 10, flags_1 = ANIMATION_END_NOW)
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animate(linked_gateway, transform = matrix() / 1.5, time = 10, flags_1 = ANIMATION_END_NOW)
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addtimer(CALLBACK(src, .proc/check_uses), 10)
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return TRUE
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/obj/effect/clockwork/spatial_gateway/proc/check_uses()
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if(!uses)
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qdel(src)
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qdel(linked_gateway)
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//This proc creates and sets up a gateway from invoker input.
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/atom/movable/proc/procure_gateway(mob/living/invoker, time_duration, gateway_uses, two_way)
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var/list/possible_targets = list()
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var/list/teleportnames = list()
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for(var/obj/structure/destructible/clockwork/powered/clockwork_obelisk/O in GLOB.all_clockwork_objects)
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if(!O.Adjacent(invoker) && O != src && (O.z <= ZLEVEL_SPACEMAX) && O.anchored) //don't list obelisks that we're next to
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var/area/A = get_area(O)
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var/locname = initial(A.name)
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possible_targets[avoid_assoc_duplicate_keys("[locname] [O.name]", teleportnames)] = O
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for(var/mob/living/L in GLOB.living_mob_list)
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if(!L.stat && is_servant_of_ratvar(L) && !L.Adjacent(invoker) && (L.z <= ZLEVEL_SPACEMAX)) //People right next to the invoker can't be portaled to, for obvious reasons
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possible_targets[avoid_assoc_duplicate_keys("[L.name] ([L.real_name])", teleportnames)] = L
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if(!possible_targets.len)
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to_chat(invoker, "<span class='warning'>There are no other eligible targets for a Spatial Gateway!</span>")
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return FALSE
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var/input_target_key = input(invoker, "Choose a target to form a rift to.", "Spatial Gateway") as null|anything in possible_targets
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var/atom/movable/target = possible_targets[input_target_key]
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if(!src || !input_target_key || !invoker || !invoker.canUseTopic(src, !issilicon(invoker)) || !is_servant_of_ratvar(invoker) || (isitem(src) && invoker.get_active_held_item() != src) || !invoker.can_speak_vocal())
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return FALSE //if any of the involved things no longer exist, the invoker is stunned, too far away to use the object, or does not serve ratvar, or if the object is an item and not in the mob's active hand, fail
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if(!target) //if we have no target, but did have a key, let them retry
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to_chat(invoker, "<span class='warning'>That target no longer exists!</span>")
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return procure_gateway(invoker, time_duration, gateway_uses, two_way)
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if(isliving(target))
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var/mob/living/L = target
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if(!is_servant_of_ratvar(L))
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to_chat(invoker, "<span class='warning'>That target is no longer a Servant!</span>")
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return procure_gateway(invoker, time_duration, gateway_uses, two_way)
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if(L.stat != CONSCIOUS)
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to_chat(invoker, "<span class='warning'>That Servant is no longer conscious!</span>")
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return procure_gateway(invoker, time_duration, gateway_uses, two_way)
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var/istargetobelisk = istype(target, /obj/structure/destructible/clockwork/powered/clockwork_obelisk)
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var/issrcobelisk = istype(src, /obj/structure/destructible/clockwork/powered/clockwork_obelisk)
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if(issrcobelisk)
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if(!anchored)
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to_chat(invoker, "<span class='warning'>[src] is no longer secured!</span>")
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return FALSE
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var/obj/structure/destructible/clockwork/powered/clockwork_obelisk/CO = src //foolish as I am, how I set this proc up makes substypes unfeasible
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if(CO.active)
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to_chat(invoker, "<span class='warning'>[src] is now sustaining a gateway!</span>")
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return FALSE
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if(istargetobelisk)
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if(!target.anchored)
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to_chat(invoker, "<span class='warning'>That [target.name] is no longer secured!</span>")
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return procure_gateway(invoker, time_duration, gateway_uses, two_way)
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var/obj/structure/destructible/clockwork/powered/clockwork_obelisk/CO = target
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if(CO.active)
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to_chat(invoker, "<span class='warning'>That [target.name] is sustaining a gateway, and cannot receive another!</span>")
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return procure_gateway(invoker, time_duration, gateway_uses, two_way)
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var/efficiency = CO.get_efficiency_mod()
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gateway_uses = round(gateway_uses * (2 * efficiency), 1)
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time_duration = round(time_duration * (2 * efficiency), 1)
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CO.active = TRUE //you'd be active in a second but you should update immediately
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invoker.visible_message("<span class='warning'>The air in front of [invoker] ripples before suddenly tearing open!</span>", \
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"<span class='brass'>With a word, you rip open a [two_way ? "two-way":"one-way"] rift to [input_target_key]. It will last for [time_duration / 10] seconds and has [gateway_uses] use[gateway_uses > 1 ? "s" : ""].</span>")
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var/obj/effect/clockwork/spatial_gateway/S1 = new(issrcobelisk ? get_turf(src) : get_step(get_turf(invoker), invoker.dir))
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var/obj/effect/clockwork/spatial_gateway/S2 = new(istargetobelisk ? get_turf(target) : get_step(get_turf(target), target.dir))
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//Set up the portals now that they've spawned
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S1.setup_gateway(S2, time_duration, gateway_uses, two_way)
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S2.visible_message("<span class='warning'>The air in front of [target] ripples before suddenly tearing open!</span>")
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return TRUE
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