Completes the /datum/component/shadekin work (#17895)

* Makes shadekin a component

* Update shadekin.dm

* Update human.dm

* a

* i love typos

* Update life.dm

* guh

* Upports the shadekin stuff

Also fixes an 8 year bug where the ability master would delete itself

* boh

* flashlight flickering

* flickery

* Update flashlight.dm

* i hate lightcode

* no clue

* reenable

* more changes

* evil

* Update living.dm

* simplekin fix

* yeah

* maw fixes
This commit is contained in:
Cameron Lennox
2025-07-05 20:04:24 +02:00
committed by GitHub
parent ab408df1e6
commit 5917c7bdee
66 changed files with 1823 additions and 1031 deletions
@@ -1,8 +0,0 @@
/datum/component/shadekin
var/dark_energy = 100
var/max_dark_energy = 100
var/dark_energy_infinite = FALSE
/datum/component/shadekin/Initialize()
if(!ishuman(parent) && !issimplekin(parent)) //Both humankin and simplekin can have this component
return COMPONENT_INCOMPATIBLE
@@ -0,0 +1,161 @@
///Returns the shadekin component of the given mob
/mob/living/proc/get_shadekin_component()
var/datum/component/shadekin/SK = GetComponent(/datum/component/shadekin)
if(SK)
return SK
///Handles the shadekin's HUD updates.
/datum/component/shadekin/proc/update_shadekin_hud()
var/turf/T = get_turf(owner)
if(owner.shadekin_display)
var/l_icon = 0
var/e_icon = 0
owner.shadekin_display.invisibility = INVISIBILITY_NONE
if(T)
var/brightness = T.get_lumcount() //Brightness in 0.0 to 1.0
var/darkness = 1-brightness //Invert
switch(darkness)
if(0.80 to 1.00)
l_icon = 0
if(0.60 to 0.80)
l_icon = 1
if(0.40 to 0.60)
l_icon = 2
if(0.20 to 0.40)
l_icon = 3
if(0.00 to 0.20)
l_icon = 4
switch(shadekin_get_energy())
if(0 to 24)
e_icon = 0
if(25 to 49)
e_icon = 1
if(50 to 74)
e_icon = 2
if(75 to 99)
e_icon = 3
if(100 to INFINITY)
e_icon = 4
owner.shadekin_display.icon_state = "shadekin-[l_icon]-[e_icon]"
return
///For simplekin or those that have a pre-defined eye color
/datum/component/shadekin/proc/set_eye_energy()
if(!eye_color_influences_energy)
return
switch(eye_color)
//Blue has constant, steady (slow) regen and ignores darkness.
if(BLUE_EYES)
set_light_and_darkness(0.75,0.75)
if(RED_EYES)
set_light_and_darkness(-0.5,0.5)
if(PURPLE_EYES)
set_light_and_darkness(-0.5,1)
if(YELLOW_EYES)
set_light_and_darkness(-2,3)
if(GREEN_EYES)
set_light_and_darkness(0.125,2)
if(ORANGE_EYES)
set_light_and_darkness(-0.25,0.75)
///Sets our eye color.
/datum/component/shadekin/proc/set_shadekin_eyecolor(var/mob/living/carbon/human/H)
if(!ishuman(owner))
return eye_color //revert to default if we're not a human
else
H = owner
var/eyecolor_rgb = rgb(H.r_eyes, H.g_eyes, H.b_eyes)
var/eyecolor_hue = rgb2num(eyecolor_rgb, COLORSPACE_HSV)[1]
var/eyecolor_sat = rgb2num(eyecolor_rgb, COLORSPACE_HSV)[2]
var/eyecolor_val = rgb2num(eyecolor_rgb, COLORSPACE_HSV)[3]
//First, clamp the saturation/value to prevent black/grey/white eyes
if(eyecolor_sat < 10)
eyecolor_sat = 10
if(eyecolor_val < 40)
eyecolor_val = 40
eyecolor_rgb = rgb(eyecolor_hue, eyecolor_sat, eyecolor_val, space=COLORSPACE_HSV)
H.r_eyes = rgb2num(eyecolor_rgb)[1]
H.g_eyes = rgb2num(eyecolor_rgb)[2]
H.b_eyes = rgb2num(eyecolor_rgb)[3]
//Now determine what color we fall into.
switch(eyecolor_hue)
if(0 to 20)
eye_color = RED_EYES
if(21 to 50)
eye_color = ORANGE_EYES
if(51 to 70)
eye_color = YELLOW_EYES
if(71 to 160)
eye_color = GREEN_EYES
if(161 to 260)
eye_color = BLUE_EYES
if(261 to 340)
eye_color = PURPLE_EYES
if(341 to 360)
eye_color = RED_EYES
return eye_color
///Adds the shadekin abilities to the owner.
/datum/component/shadekin/proc/add_shadekin_abilities()
if(!owner.ability_master || !istype(owner.ability_master, /obj/screen/movable/ability_master/shadekin))
owner.ability_master = null
owner.ability_master = new /obj/screen/movable/ability_master/shadekin(owner)
for(var/datum/power/shadekin/P in shadekin_ability_datums)
if(!(P.verbpath in owner.verbs))
add_verb(owner, P.verbpath)
owner.ability_master.add_shadekin_ability(
object_given = owner,
verb_given = P.verbpath,
name_given = P.name,
ability_icon_given = P.ability_icon_state,
arguments = list()
)
//wait, it's all light?
///Allows setting the light and darkness gain.
///@Args: light_gain, dark_gain
/datum/component/shadekin/proc/set_light_and_darkness(light_gain, dark_gain)
if(light_gain)
energy_light = light_gain
if(dark_gain)
energy_dark = dark_gain
//ENERGY HELPERS
/// Returns the shadekin's current energy.
/// Returns max_energy if dark_energy_infinite is set to TRUE.
/datum/component/shadekin/proc/shadekin_get_energy()
if(dark_energy_infinite)
return max_dark_energy
return dark_energy
/// Returns the shadekin's maximum energy.
/datum/component/shadekin/proc/shadekin_get_max_energy()
return max_dark_energy
///Sets the shadekin's energy TO the given value.
/datum/component/shadekin/proc/shadekin_set_energy(var/new_energy)
if(!isnum(new_energy))
return
dark_energy = CLAMP(new_energy, 0, max_dark_energy)
///Sets the shadekin's maximum energy.
/datum/component/shadekin/proc/shadekin_set_max_energy(var/new_max_energy)
if(!isnum(new_max_energy))
return //No.
max_dark_energy = new_max_energy
///Adjusts the shadekin's energy by the given amount.
/datum/component/shadekin/proc/shadekin_adjust_energy(var/amount)
if(!isnum(amount))
return //No
shadekin_set_energy(dark_energy + amount)
@@ -0,0 +1,66 @@
//////////////////////
/// CREATE SHADE ///
//////////////////////
/datum/power/shadekin/create_shade
name = "Create Shade (25)"
desc = "Create a field of darkness that follows you."
verbpath = /mob/living/proc/create_shade
ability_icon_state = "create_shade"
/mob/living/proc/create_shade()
set name = "Create Shade (25)"
set desc = "Create a field of darkness that follows you."
set category = "Abilities.Shadekin"
var/ability_cost = 25
var/datum/component/shadekin/SK = get_shadekin_component()
if(!istype(SK))
to_chat(src, span_warning("Only a shadekin can use that!"))
return FALSE
else if(stat)
to_chat(src, span_warning("Can't use that ability in your state!"))
return FALSE
else if(SK.shadekin_get_energy() < ability_cost)
to_chat(src, span_warning("Not enough energy for that ability!"))
return FALSE
else if(SK.in_phase)
to_chat(src, span_warning("You can't use that while phase shifted!"))
return FALSE
playsound(src, 'sound/effects/bamf.ogg', 75, 1)
add_modifier(/datum/modifier/shadekin/create_shade,20 SECONDS)
SK.shadekin_adjust_energy(-ability_cost)
return TRUE
/datum/modifier/shadekin/create_shade
name = "Shadekin Shadegen"
desc = "Darkness envelops you."
mob_overlay_state = ""
on_created_text = span_notice("You drag part of The Dark into realspace, enveloping yourself.")
on_expired_text = span_warning("You lose your grasp on The Dark and realspace reasserts itself.")
stacks = MODIFIER_STACK_EXTEND
var/mob/living/simple_mob/shadekin/my_kin
/datum/modifier/shadekin/create_shade/tick()
var/datum/component/shadekin/SK = my_kin.get_shadekin_component()
if(SK && SK.in_phase)
expire()
/datum/modifier/shadekin/create_shade/on_applied()
my_kin = holder
holder.glow_toggle = TRUE
holder.glow_range = 8
holder.glow_intensity = -10
holder.glow_color = "#FFFFFF"
holder.set_light(8, -10, "#FFFFFF")
/datum/modifier/shadekin/create_shade/on_expire()
holder.glow_toggle = initial(holder.glow_toggle)
holder.glow_range = initial(holder.glow_range)
holder.glow_intensity = initial(holder.glow_intensity)
holder.glow_color = initial(holder.glow_color)
holder.set_light(0)
my_kin = null
@@ -0,0 +1,205 @@
/datum/power/shadekin/dark_maw
name = "Dark Maw (20)"
desc = "Create a trap to capture others, or steal people from phase"
verbpath = /mob/living/proc/dark_maw
ability_icon_state = "dark_maw_ic"
/mob/living/proc/dark_maw()
set name = "Dark Maw (20)"
set desc = "Create a trap to capture others, or steal people from phase"
set category = "Abilities.Shadekin"
var/ability_cost = 20
var/datum/component/shadekin/SK = get_shadekin_component()
if(!SK)
return FALSE
if(stat)
to_chat(src, span_warning("Can't use that ability in your state!"))
return FALSE
if(SK.shadekin_get_energy() < ability_cost)
to_chat(src, span_warning("Not enough energy for that ability!"))
return FALSE
var/turf/T = get_turf(src)
if(!istype(T))
to_chat(src, span_warning("You don't seem to be able to set a trap here!"))
return FALSE
if(T.get_lumcount() >= 0.5)
to_chat(src, span_warning("There is too much light here for your trap to last!"))
return FALSE
if(do_after(src, 10))
if(SK.in_phase)
new /obj/effect/abstract/dark_maw(loc, src, TRUE)
else
new /obj/effect/abstract/dark_maw(loc, src)
SK.shadekin_adjust_energy(-ability_cost)
return TRUE
return FALSE
/mob/living/proc/clear_dark_maws()
set name = "Dispel dark maws"
set desc = "Dispel any active dark maws in place"
set category = "Abilities.Shadekin"
var/datum/component/shadekin/SK = get_shadekin_component()
if(!SK)
to_chat(src, span_warning("Only a shadekin can use that!"))
return FALSE
for(var/obj/effect/abstract/dark_maw/dm in SK.active_dark_maws)
dm.dispel()
/obj/effect/abstract/dark_maw
var/mob/living/owner = null
var/obj/belly/target = null
var/has_signal = FALSE
icon = 'icons/obj/Shadekin_powers.dmi'
icon_state = "dark_maw_waiting"
/obj/effect/abstract/dark_maw/Initialize(mapload, var/mob/user, var/trigger_now = FALSE)
. = ..()
if(!isturf(loc))
return INITIALIZE_HINT_QDEL
var/datum/component/shadekin/SK
if(user && isliving(user))
owner = user
if(owner.vore_selected)
target = owner.vore_selected
RegisterSignal(owner, COMSIG_PARENT_QDELETING, PROC_REF(drop_everything_and_delete))
has_signal = TRUE
SK = owner.get_shadekin_component()
var/turf/T = loc
if(T.get_lumcount() >= 0.5)
visible_message(span_notice("A set of shadowy lines flickers away in the light."))
icon_state = "dark_maw_used"
return INITIALIZE_HINT_QDEL
var/mob/living/target_user = null
for(var/mob/living/L in T)
if(L != owner && !L.is_incorporeal())
target_user = L
break
if(istype(target_user))
triggered_by(target_user, 1)
// to trigger rebuild
else if(trigger_now)
icon_state = "dark_maw_used"
flick("dark_maw_tr", src)
visible_message(span_warning("A set of crystals suddenly springs from the ground and shadowy tendrils wrap around nothing before vanishing."))
QDEL_IN(src, 3 SECONDS)
else
if(SK)
SK.active_dark_maws += src
flick("dark_maw", src)
START_PROCESSING(SSobj, src)
///Called when we get a signal that our owner is being qdel'd
/obj/effect/abstract/dark_maw/proc/drop_everything_and_delete()
SIGNAL_HANDLER
qdel(src)
/obj/effect/abstract/dark_maw/Destroy()
STOP_PROCESSING(SSobj, src)
if(owner)
if(has_signal)
UnregisterSignal(owner, COMSIG_PARENT_QDELETING)
var/datum/component/shadekin/SK = owner.get_shadekin_component()
if(SK)
SK.active_dark_maws -= src
owner = null
target = null
return ..()
/obj/effect/abstract/dark_maw/Crossed(O)
. = ..()
if(!isliving(O))
return
if(icon_state != "dark_maw_waiting")
return
var/mob/living/L = O
if(!L.is_incorporeal() && (!owner || L != owner))
triggered_by(L)
/obj/effect/abstract/dark_maw/process()
var/turf/T = get_turf(src)
if(!istype(T) || T.get_lumcount() >= 0.5)
dispel()
/obj/effect/abstract/dark_maw/proc/dispel()
if(icon_state == "dark_maw_waiting")
visible_message(span_notice("A set of shadowy lines flickers away in the light."))
else
visible_message(span_notice("The crystals and shadowy tendrils dissipate with the light shone on it."))
icon_state = "dark_maw_used"
qdel(src)
/obj/effect/abstract/dark_maw/proc/triggered_by(var/mob/living/L, var/triggered_instantly = 0)
STOP_PROCESSING(SSobj, src)
icon_state = "dark_maw_used"
flick("dark_maw_tr", src)
L.AdjustStunned(4)
visible_message(span_warning("A set of crystals spring out of the ground and shadowy tendrils start wrapping around [L]."))
if(owner && !triggered_instantly)
to_chat(owner, span_warning("A dark maw you deployed has triggered!"))
addtimer(CALLBACK(src, PROC_REF(do_trigger), L), 1 SECOND, TIMER_DELETE_ME)
/obj/effect/abstract/dark_maw/proc/do_trigger(var/mob/living/L)
var/will_vore = 1
if(!owner || !(target in owner) || !L.devourable || !L.can_be_drop_prey || !owner.can_be_drop_pred || !L.phase_vore)
will_vore = 0
if(!src || src.gc_destroyed)
//We got deleted probably, do nothing more
return
if(L.loc != get_turf(src))
visible_message(span_notice("The shadowy tendrils fail to catch anything and dissipate."))
qdel(src)
return
if(will_vore)
visible_message(span_warning("The shadowy tendrils grab around [L] and drag them into the floor, leaving nothing behind."))
L.forceMove(target)
qdel(src)
return
var/obj/effect/energy_net/dark/net = new /obj/effect/energy_net/dark(get_turf(src))
if(net.buckle_mob(L))
visible_message(span_warning("The shadowy tendrils wrap around [L] and traps them in a net of dark energy."))
else
visible_message(span_notice("The shadowy tendrils wrap around [L] and then dissipate, leaving them in place."))
qdel(src)
/obj/effect/energy_net/dark
name = "dark net"
desc = "It's a net made of dark energy."
icon = 'icons/obj/Shadekin_powers.dmi'
icon_state = "dark_net"
escape_time = 30 SECONDS
/obj/effect/energy_net/dark/user_unbuckle_mob(mob/living/buckled_mob, mob/user)
if(isliving(user))
var/mob/living/unbuckler = user
var/datum/component/shadekin/SK = unbuckler.get_shadekin_component()
if(SK)
visible_message(span_danger("[user] dissipates \the [src] with a touch!"))
unbuckle_mob(buckled_mob)
return
. = ..()
/obj/effect/energy_net/dark/process()
. = ..()
var/turf/T = get_turf(src)
if(!istype(T) || T.get_lumcount() >= 0.6)
visible_message(span_notice("The tangle of dark tendrils fades away in the light."))
qdel(src)
@@ -0,0 +1,105 @@
//Non-Canon on Virgo. Used downstream.
/datum/power/shadekin/dark_respite
name = "Dark Respite (Only in Dark)"
desc = "Focus yourself on healing any injuries sustained."
verbpath = /mob/living/proc/dark_respite
ability_icon_state = "dark_respite"
/mob/living/proc/dark_respite()
set name = "Dark Respite (Only in Dark)"
set desc = "Focus yourself on healing any injuries sustained."
set category = "Abilities.Shadekin"
var/datum/component/shadekin/SK = get_shadekin_component()
if(!SK)
return FALSE
if(stat)
to_chat(src, span_warning("Can't use that ability in your state!"))
return FALSE
if(!istype(get_area(src), /area/shadekin))
to_chat(src, span_warning("Can only trigger Dark Respite in the Dark!"))
return FALSE
if(SK.in_dark_respite)
to_chat(src, span_warning("You can't use that so soon after an emergency warp!"))
return FALSE
if(has_modifier_of_type(/datum/modifier/dark_respite) && !SK.manual_respite)
to_chat(src, span_warning("You cannot manually end a Dark Respite triggered by an emergency warp!"))
if(SK.in_phase)
to_chat(src, span_warning("You can't use that while phase shifted!"))
return FALSE
if(has_modifier_of_type(/datum/modifier/dark_respite))
to_chat(src, span_notice("You stop focusing the Dark on healing yourself."))
SK.manual_respite = FALSE
remove_a_modifier_of_type(/datum/modifier/dark_respite)
return TRUE
to_chat(src, span_notice("You start focusing the Dark on healing yourself. (Leave the dark or trigger the ability again to end this.)"))
SK.manual_respite = TRUE
add_modifier(/datum/modifier/dark_respite)
return TRUE
/datum/modifier/dark_respite
name = "Dark Respite"
pain_immunity = 1
var/datum/component/shadekin/SK
// Override this for special effects when it gets added to the mob.
/datum/modifier/dark_respite/on_applied()
SK = holder.get_shadekin_component()
if(!SK)
expire()
return
/datum/modifier/dark_respite/tick()
if(!SK)
expire()
return
var/mob/living/carbon/human/H
if(istype(holder, /mob/living/carbon/human))
H = holder
if(H.nutrition)
H.add_chemical_effect(CE_BLOODRESTORE, 5)
if(istype(get_area(H), /area/shadekin))
pain_immunity = TRUE
//Very good healing, but only in the Dark.
holder.adjustFireLoss((-0.25))
holder.adjustBruteLoss((-0.25))
holder.adjustToxLoss((-0.25))
holder.heal_organ_damage(3, 0)
if(H)
H.add_chemical_effect(CE_ANTIBIOTIC, ANTIBIO_SUPER)
for(var/obj/item/organ/I in H.internal_organs)
if(I.robotic >= ORGAN_ROBOT)
continue
if(I.damage > 0)
I.damage = max(I.damage - 0.25, 0)
if(I.damage <= 5 && I.organ_tag == O_EYES)
H.sdisabilities &= ~BLIND
for(var/obj/item/organ/external/O in H.organs)
if(O.status & ORGAN_BROKEN)
O.mend_fracture() //Only works if the bone won't rebreak, as usual
for(var/datum/wound/W in O.wounds)
if(W.bleeding())
W.damage = max(W.damage - 3, 0)
if(W.damage <= 0)
O.wounds -= W
if(W.internal)
W.damage = max(W.damage - 3, 0)
if(W.damage <= 0)
O.wounds -= W
else
if(SK.manual_respite)
to_chat(holder, span_notice("As you leave the Dark, you stop focusing the Dark on healing yourself."))
SK.manual_respite = FALSE
expire()
if(pain_immunity)
pain_immunity = 0
/datum/modifier/dark_respite/on_expire()
SK = null
@@ -0,0 +1,205 @@
GLOBAL_LIST_BOILERPLATE(all_darkportal_hubs, /obj/structure/dark_portal/hub)
GLOBAL_LIST_BOILERPLATE(all_darkportal_minions, /obj/structure/dark_portal/minion)
/obj/structure/dark_portal
name = "Dark portal"
icon = 'icons/obj/shadekin_portal.dmi'
density = TRUE
anchored = TRUE
var/locked = null
var/locked_name = ""
var/one_time_use = FALSE
var/precision = 1
/obj/structure/dark_portal/proc/close_portal()
return
/obj/structure/dark_portal/proc/teleport(atom/movable/M as mob|obj)
if(!locked)
return
if(isliving(M))
var/mob/living/to_check = M
var/datum/component/shadekin/SK = to_check.GetComponent(/datum/component/shadekin)
if(SK && SK.in_dark_respite)
to_chat(M, span_warning("You can't go through this portal so soon after an emergency warp!"))
to_check.Stun(10)
return
do_teleport(M, locked, precision, local = FALSE, bohsafe = TRUE)
if(one_time_use)
one_time_use = 0
close_portal()
return
// These things are always on. By default they always teleport you to themselves.
/obj/structure/dark_portal/hub
icon_state = "hub_portal"
desc = "A large portal. Touching it without going through may alter the destination."
var/list/destination_station_areas // Override this in map files!
var/list/destination_wilderness_areas // Override this in map files!
/obj/structure/dark_portal/hub/Initialize(mapload)
. = ..()
locked = src
locked_name = src.name
/obj/structure/dark_portal/hub/Initialize(mapload)
. = ..()
set_light(2, 3, "#ffffff")
/obj/structure/dark_portal/hub/close_portal()
locked = src
locked_name = src.name
precision = 1
/obj/structure/dark_portal/hub/attack_hand(mob/living/user)
if(!isliving(user))
return
var/datum/component/shadekin/SK = user.GetComponent(/datum/component/shadekin)
if(SK)
if(SK.in_dark_respite)
to_chat(user, span_warning("You can't use this so soon after an emergency warp!"))
return
if(SK.in_phase)
to_chat(user, span_warning("You can't use this while phase shifted!"))
return
if(locked != src)
var/confirm = tgui_alert(user, "This portal is currently open to [locked_name]. Change the portal destination?", "Change Portal Destination", list("Yes", "Cancel"))
if(!confirm || confirm == "Cancel")
return
var/list/L = list()
for(var/obj/structure/dark_portal/hub/H in GLOB.all_darkportal_hubs)
if(H == src)
L["This Portal"] = H
else
L[H.name] = H
for(var/obj/structure/dark_portal/minion/M in GLOB.all_darkportal_minions)
var/tmpname = "Dark Portal ([get_area(M)])"
L[tmpname] = M
var/desc = tgui_input_list(user, "Please select a hub portal to connect to.", "Portal Menu", L)
if(!desc)
return
locked = L[desc]
locked_name = desc
return
else if(locked_name == "somewhere on the station" || locked_name == "somewhere in the wilderness")
to_chat(user, span_warning("The portal distorts for a moment, before returning to how it was, seemingly already determined where to send you."))
return
else if(istype(user, /mob/living/carbon/human))
var/mob/living/carbon/human/H = user
if(H.job && H.job != JOB_OUTSIDER && LAZYLEN(destination_station_areas))
var/list/floors = list()
var/area/picked_area = pick(destination_station_areas)
for(var/turf/simulated/floor/floor in get_area_turfs(picked_area))
floors.Add(floor)
if(!LAZYLEN(floors))
log_and_message_admins("[src]: There were no floors to teleport to in [picked_area]!")
to_chat(user, span_warning("The portal distorts for a moment, seemingly unable to determine where to send you."))
close_portal()
destination_station_areas.Remove(picked_area)
return
locked = pick(floors)
locked_name = "somewhere on the station"
one_time_use = TRUE
precision = 0
to_chat(user, span_notice("The portal distorts for a moment, resolving itself soon after. You feel like it will lead you to the station now."))
return
if(!LAZYLEN(destination_wilderness_areas))
to_chat(user, span_warning("The portal distorts for a moment, seemingly unable to determine where to send you."))
close_portal()
return
var/list/floors = list()
var/area/picked_area = pick(destination_wilderness_areas)
for(var/turf/simulated/floor/floor in get_area_turfs(picked_area))
floors.Add(floor)
if(!LAZYLEN(floors))
log_and_message_admins("[src]: There were no floors to teleport to in [picked_area]!")
to_chat(user, span_warning("The portal distorts for a moment, seemingly unable to determine where to send you."))
close_portal()
destination_wilderness_areas.Remove(picked_area)
return
locked = pick(floors)
locked_name = "somewhere in the wilderness"
one_time_use = TRUE
precision = 0
to_chat(user, span_notice("The portal distorts for a moment, resolving itself soon after. You feel like it will lead you to somewhere in the wilderness now."))
return
/obj/structure/dark_portal/hub/Bumped(M as mob|obj)
spawn()
teleport(M)
return
// These things have an off state. A shadekin has to boop them to turn it on
/obj/structure/dark_portal/minion
icon_state = "minion0"
/obj/structure/dark_portal/minion/close_portal()
locked = null
locked_name = ""
precision = 1
icon_state = "minion0"
/obj/structure/dark_portal/minion/attack_hand(mob/living/user)
if(!isliving(user))
return
var/datum/component/shadekin/SK = user.GetComponent(/datum/component/shadekin)
if(SK)
if(SK.in_dark_respite)
to_chat(user, span_warning("You can't use this so soon after an emergency warp!"))
return FALSE
if(SK.in_phase)
to_chat(user, span_warning("You can't use this while phase shifted!"))
return FALSE
if(icon_state == "minion1")
var/confirm = tgui_alert(user, "This portal is currently open to [locked_name]. Close this portal to the dark?", "Close Portal", list("Yes", "Cancel"))
if(!confirm || confirm == "Cancel")
return
if(confirm == "Yes")
close_portal()
return
if(SK.shadekin_get_energy() < 10)
to_chat(user, span_warning("Not enough energy to open up the portal! (10 required)"))
return
if(!LAZYLEN(GLOB.all_darkportal_hubs))
to_chat(user, span_warning("No hub portals exist!"))
return
if(LAZYLEN(GLOB.all_darkportal_hubs) == 1)
SK.shadekin_adjust_energy(user, -10)
var/obj/structure/dark_portal/target = GLOB.all_darkportal_hubs[1]
locked = target
locked_name = target.name
icon_state = "minion1"
addtimer(CALLBACK(src, PROC_REF(check_to_close),target), 5 MINUTES, TIMER_DELETE_ME)
return
var/list/L = list()
for(var/obj/structure/dark_portal/hub/H in GLOB.all_darkportal_hubs)
L[H.name] = H
var/desc = tgui_input_list(user, "Please select a hub portal to connect to.", "Portal Menu", L)
if(!desc)
return
locked = L[desc]
locked_name = desc
icon_state = "minion1"
addtimer(CALLBACK(src, PROC_REF(check_to_close_desc),locked), 5 MINUTES, TIMER_DELETE_ME)
return
else if(!istype(user, /mob/living))
return
else if(icon_state == "minion0")
to_chat(user, span_notice("You touch the portal... nothing happens."))
else
to_chat(user, span_notice("You touch the portal, your hand able to pass through without harm."))
/obj/structure/dark_portal/proc/check_to_close(var/obj/structure/dark_portal/target)
if(locked == target)
close_portal()
/obj/structure/dark_portal/proc/check_to_close_desc(var/old_locked)
if(locked == old_locked)
close_portal()
/obj/structure/dark_portal/minion/Bumped(M as mob|obj)
spawn()
if(icon_state == "minion1")
teleport(M)
return
@@ -0,0 +1,88 @@
//Non-Canon on Virgo. Used downstream.
/datum/power/shadekin/dark_tunneling
name = "Dark Tunneling (100) (Once)"
desc = "Make a passage to the dark."
verbpath = /mob/living/proc/dark_tunneling
ability_icon_state = "minion0"
/mob/living/proc/dark_tunneling()
set name = "Dark Tunneling (100) (Once)"
set desc = "Make a passage to the dark."
set category = "Abilities.Shadekin"
var/template_id = "dark_portal"
var/datum/map_template/shelter/template
var/ability_cost = 100
var/tunnel_time = 60 SECONDS
var/datum/component/shadekin/SK = get_shadekin_component()
if(!SK)
return FALSE
if(stat)
to_chat(src, span_warning("Can't use that ability in your state!"))
return FALSE
if(SK.in_phase)
to_chat(src, span_warning("You can't use that while phase shifted!"))
return FALSE
if(SK.created_dark_tunnel)
to_chat(src, span_warning("You have already made a tunnel to the Dark!"))
return FALSE
if(!template)
template = SSmapping.shelter_templates[template_id]
if(!template)
throw EXCEPTION("Shelter template ([template_id]) not found!")
return FALSE
var/turf/deploy_location = get_turf(src)
var/status = template.check_deploy(deploy_location)
switch(status)
//Not allowed due to /area technical reasons
if(SHELTER_DEPLOY_BAD_AREA)
to_chat(src, span_warning("A tunnel to the Dark will not function in this area."))
//Anchored objects or no space
if(SHELTER_DEPLOY_BAD_TURFS, SHELTER_DEPLOY_ANCHORED_OBJECTS)
var/width = template.width
var/height = template.height
to_chat(src, span_warning("There is not enough open area for a tunnel to the Dark to form! You need to clear a [width]x[height] area!"))
if(status != SHELTER_DEPLOY_ALLOWED)
return FALSE
var/turf/T = deploy_location
var/datum/effect/effect/system/smoke_spread/smoke = new /datum/effect/effect/system/smoke_spread()
smoke.attach(T)
smoke.set_up(10, 0, T)
smoke.start()
src.visible_message(span_notice("[src] begins pulling dark energies around themselves."))
if(do_after(src, tunnel_time))
playsound(src, 'sound/effects/phasein.ogg', 100, 1)
src.visible_message(span_notice("[src] finishes pulling dark energies around themselves, creating a portal."))
log_and_message_admins("[key_name_admin(src)] created a tunnel to the dark at [get_area(T)]!")
template.annihilate_plants(deploy_location)
template.load(deploy_location, centered = TRUE)
template.update_lighting(deploy_location)
SK.created_dark_tunnel = TRUE
SK.shadekin_adjust_energy(-(ability_cost - 10)) //Leaving enough energy to actually activate the portal
return TRUE
return FALSE
/datum/map_template/shelter/dark_portal
name = "Dark Portal"
shelter_id = "dark_portal"
description = "A portal to a section of the Dark"
mappath = "maps/submaps/shelters/dark_portal.dmm"
/datum/map_template/shelter/dark_portal/New()
. = ..()
blacklisted_turfs = typecacheof(list(/turf/unsimulated))
GLOB.blacklisted_areas = typecacheof(list(/area/centcom, /area/shadekin))
@@ -0,0 +1,258 @@
/////////////////////
/// PHASE SHIFT ///
/////////////////////
//Visual effect for phase in/out
/obj/effect/temp_visual/shadekin
randomdir = FALSE
duration = 5
icon = 'icons/mob/vore_shadekin.dmi'
/obj/effect/temp_visual/shadekin/phase_in
icon_state = "tp_in"
/obj/effect/temp_visual/shadekin/phase_out
icon_state = "tp_out"
/datum/power/shadekin/phase_shift
name = "Phase Shift (100)"
desc = "Shift yourself out of alignment with realspace to travel quickly to different areas."
verbpath = /mob/living/proc/phase_shift
ability_icon_state = "phase_shift"
/mob/living/proc/phase_shift()
set name = "Phase Shift (100)"
set desc = "Shift yourself out of alignment with realspace to travel quickly to different areas."
set category = "Abilities.Shadekin"
var/datum/component/shadekin/SK = get_shadekin_component()
if(!SK)
return FALSE
if(stat)
to_chat(src, span_warning("Can't use that ability in your state!"))
return FALSE
var/area/A = get_area(src)
if(!client?.holder && A.flag_check(AREA_BLOCK_PHASE_SHIFT))
to_chat(src, span_warning("You can't do that here!"))
return
var/ability_cost = 100
var/darkness = 1
var/turf/T = get_turf(src)
if(!T)
to_chat(src,span_warning("You can't use that here!"))
return FALSE
if(SK.doing_phase)
return FALSE
var/brightness = T.get_lumcount() //Brightness in 0.0 to 1.0
darkness = 1-brightness //Invert
var/watcher = 0
for(var/mob/living/carbon/human/watchers in oview(7,src )) // If we can see them...
if(watchers in oviewers(7,src)) // And they can see us...
if(!(watchers.stat) && !isbelly(watchers.loc) && !istype(watchers.loc, /obj/item/holder)) // And they are alive and not being held by someone...
watcher++ // They are watching us!
ability_cost = CLAMP(ability_cost/(0.01+darkness*2),50, 80)//This allows for 1 watcher in full light
if(watcher>0)
ability_cost = ability_cost + ( 15 * watcher )
/*
if(!(SK.in_phase))
log_debug("[src] attempted to shift with [watcher] visible Carbons with a cost of [ability_cost] in a darkness level of [darkness]")
*/
if(SK.doing_phase)
to_chat(src, span_warning("You are already trying to phase!"))
return FALSE
else if(SK.shadekin_get_energy() < ability_cost && !(SK.in_phase))
to_chat(src, span_warning("Not enough energy for that ability!"))
return FALSE
if(!(SK.in_phase))
SK.shadekin_adjust_energy(-ability_cost)
playsound(src, 'sound/effects/stealthoff.ogg', 75, 1)
if(!T.CanPass(src,T) || loc != T)
to_chat(src,span_warning("You can't use that here!"))
return FALSE
//Shifting in
if(SK.in_phase)
phase_in(T, SK)
//Shifting out
else
phase_out(T, SK)
/mob/living/proc/phase_in(var/turf/T, var/datum/component/shadekin/SK)
if(SK.in_phase)
// pre-change
if(!isturf(T)) //Sanity
return
forceMove(T)
var/original_canmove = canmove
SetStunned(0)
SetWeakened(0)
if(buckled)
buckled.unbuckle_mob()
if(pulledby)
pulledby.stop_pulling()
stop_pulling()
// change
canmove = FALSE
SK.in_phase = FALSE
SK.doing_phase = TRUE
throwpass = FALSE
name = get_visible_name()
for(var/obj/belly/B as anything in vore_organs)
B.escapable = initial(B.escapable)
//cut_overlays()
invisibility = initial(invisibility)
see_invisible = initial(see_invisible)
incorporeal_move = initial(incorporeal_move)
density = initial(density)
can_pull_size = initial(can_pull_size)
can_pull_mobs = initial(can_pull_mobs)
hovering = initial(hovering)
update_icon()
//Cosmetics mostly
var/obj/effect/temp_visual/shadekin/phase_in/phaseanim = new /obj/effect/temp_visual/shadekin/phase_in(src.loc)
phaseanim.pixel_y = (src.size_multiplier - 1) * 16 // Pixel shift for the animation placement
phaseanim.adjust_scale(src.size_multiplier, src.size_multiplier)
phaseanim.dir = dir
alpha = 0
automatic_custom_emote(VISIBLE_MESSAGE,"phases in!")
addtimer(CALLBACK(src, PROC_REF(shadekin_complete_phase_in), original_canmove, SK), 5, TIMER_DELETE_ME)
/mob/living/proc/shadekin_complete_phase_in(var/original_canmove, var/datum/component/shadekin/SK)
canmove = original_canmove
alpha = initial(alpha)
remove_modifiers_of_type(/datum/modifier/shadekin_phase_vision)
remove_modifiers_of_type(/datum/modifier/phased_out)
//Potential phase-in vore
if(can_be_drop_pred || can_be_drop_prey) //Toggleable in vore panel
var/list/potentials = living_mobs(0)
var/mob/living/our_prey
if(potentials.len)
var/mob/living/target = pick(potentials)
if(can_be_drop_pred && istype(target) && target.devourable && target.can_be_drop_prey && target.phase_vore && vore_selected && phase_vore)
target.forceMove(vore_selected)
to_chat(target, span_vwarning("\The [src] phases in around you, [vore_selected.vore_verb]ing you into their [vore_selected.name]!"))
to_chat(src, span_vwarning("You phase around [target], [vore_selected.vore_verb]ing them into your [vore_selected.name]!"))
our_prey = target
else if(can_be_drop_prey && istype(target) && devourable && target.can_be_drop_pred && target.phase_vore && target.vore_selected && phase_vore)
our_prey = src
forceMove(target.vore_selected)
to_chat(target, span_vwarning("\The [src] phases into you, [target.vore_selected.vore_verb]ing them into your [target.vore_selected.name]!"))
to_chat(src, span_vwarning("You phase into [target], having them [target.vore_selected.vore_verb] you into their [target.vore_selected.name]!"))
if(our_prey)
for(var/obj/item/flashlight/held_lights in our_prey.contents)
if(istype(held_lights,/obj/item/flashlight/glowstick) ||istype(held_lights,/obj/item/flashlight/flare) ) //No affecting glowsticks or flares...As funny as that is
continue
held_lights.on = 0
held_lights.update_brightness()
SK.doing_phase = FALSE
if(!SK.flicker_time)
return //Early return. No time, no flickering.
//Affect nearby lights
for(var/obj/machinery/light/L in range(SK.flicker_distance, src))
if(prob(SK.flicker_break_chance))
addtimer(CALLBACK(L, TYPE_PROC_REF(/obj/machinery/light, broken)), rand(5,25), TIMER_DELETE_ME)
else
if(SK.flicker_color)
L.flicker(SK.flicker_time, SK.flicker_color)
else
L.flicker(SK.flicker_time)
for(var/obj/item/flashlight/flashlights in range(SK.flicker_distance, src)) //Find any flashlights near us and make them flicker too!
if(istype(flashlights,/obj/item/flashlight/glowstick) ||istype(flashlights,/obj/item/flashlight/flare)) //No affecting glowsticks or flares...As funny as that is
continue
flashlights.flicker(SK.flicker_time, SK.flicker_color, TRUE)
for(var/mob/living/creatures in range(SK.flicker_distance, src))
if(isbelly(creatures.loc)) //don't flicker anyone that gets nomphed.
continue
for(var/obj/item/flashlight/held_lights in creatures.contents)
if(istype(held_lights,/obj/item/flashlight/glowstick) ||istype(held_lights,/obj/item/flashlight/flare) ) //No affecting glowsticks or flares...As funny as that is
continue
held_lights.flicker(SK.flicker_time, SK.flicker_color, TRUE)
/mob/living/proc/phase_out(var/turf/T)
var/datum/component/shadekin/SK = get_shadekin_component()
if(!(SK.in_phase))
// pre-change
forceMove(T)
var/original_canmove = canmove
SetStunned(0)
SetWeakened(0)
if(buckled)
buckled.unbuckle_mob()
if(pulledby)
pulledby.stop_pulling()
stop_pulling()
if(SK.normal_phase && SK.drop_items_on_phase)
drop_both_hands()
if(back)
unEquip(back)
can_pull_size = 0
can_pull_mobs = MOB_PULL_NONE
hovering = TRUE
canmove = FALSE
// change
SK.in_phase = TRUE
SK.doing_phase = TRUE
throwpass = TRUE
automatic_custom_emote(VISIBLE_MESSAGE,"phases out!")
if(real_name) //If we a real name, perfect, let's just set our name to our newfound visible name.
name = get_visible_name()
else //If we don't, let's put our real_name as our initial name.
real_name = initial(name)
name = get_visible_name()
for(var/obj/belly/B as anything in vore_organs)
B.escapable = FALSE
var/obj/effect/temp_visual/shadekin/phase_out/phaseanim = new /obj/effect/temp_visual/shadekin/phase_out(src.loc)
phaseanim.pixel_y = (src.size_multiplier - 1) * 16 // Pixel shift for the animation placement
phaseanim.adjust_scale(src.size_multiplier, src.size_multiplier)
phaseanim.dir = dir
alpha = 0
add_modifier(/datum/modifier/shadekin_phase_vision)
if(SK.normal_phase)
add_modifier(/datum/modifier/phased_out)
addtimer(CALLBACK(src, PROC_REF(complete_phase_out), original_canmove, SK), 5, TIMER_DELETE_ME)
/mob/living/proc/complete_phase_out(original_canmove, var/datum/component/shadekin/SK)
invisibility = INVISIBILITY_SHADEKIN
see_invisible = INVISIBILITY_SHADEKIN
see_invisible_default = INVISIBILITY_SHADEKIN // Allow seeing phased entities while phased.
update_icon()
alpha = 127
canmove = original_canmove
incorporeal_move = TRUE
density = FALSE
SK.doing_phase = FALSE
/datum/modifier/shadekin_phase_vision
name = "Shadekin Phase Vision"
vision_flags = SEE_THRU
/datum/modifier/phased_out
name = "Phased Out"
desc = "You are currently phased out of realspace, and cannot interact with it."
hidden = TRUE
//Stops you from using guns. See /obj/item/gun/proc/special_check(var/mob/user)
@@ -0,0 +1,66 @@
//////////////////////////
/// REGENERATE OTHER ///
//////////////////////////
/datum/power/shadekin/regenerate_other
name = "Regenerate Other (50)"
desc = "Spend energy to heal physical wounds in another creature."
verbpath = /mob/living/proc/regenerate_other
ability_icon_state = "shadekin_regen"
/mob/living/proc/regenerate_other()
set name = "Regenerate Other (50)"
set desc = "Spend energy to heal physical wounds in another creature."
set category = "Abilities.Shadekin"
var/ability_cost = 50
var/datum/component/shadekin/SK = get_shadekin_component()
if(!SK)
return FALSE
if(stat)
to_chat(src, span_warning("Can't use that ability in your state!"))
return FALSE
else if(SK.shadekin_get_energy() < ability_cost)
to_chat(src, span_warning("Not enough energy for that ability!"))
return FALSE
else if(SK.in_phase)
to_chat(src, span_warning("You can't use that while phase shifted!"))
return FALSE
var/list/viewed = oview(1)
var/list/targets = list()
for(var/mob/living/L in viewed)
targets += L
if(!targets.len)
to_chat(src,span_warning("Nobody nearby to mend!"))
return FALSE
var/mob/living/target = tgui_input_list(src,"Pick someone to mend:","Mend Other", targets)
if(!target)
return FALSE
target.add_modifier(/datum/modifier/shadekin/heal_boop,1 MINUTE)
playsound(src, 'sound/effects/EMPulse.ogg', 75, 1)
SK.shadekin_adjust_energy(-ability_cost)
visible_message(span_notice("\The [src] gently places a hand on \the [target]..."))
face_atom(target)
return TRUE
/datum/modifier/shadekin/heal_boop
name = "Shadekin Regen"
desc = "You feel serene and well rested."
mob_overlay_state = "green_sparkles"
on_created_text = span_notice("Sparkles begin to appear around you, and all your ills seem to fade away.")
on_expired_text = span_notice("The sparkles have faded, although you feel much healthier than before.")
stacks = MODIFIER_STACK_EXTEND
/datum/modifier/shadekin/heal_boop/tick()
if(!holder.getBruteLoss() && !holder.getFireLoss() && !holder.getToxLoss() && !holder.getOxyLoss() && !holder.getCloneLoss()) // No point existing if the spell can't heal.
expire()
return
holder.adjustBruteLoss(-2)
holder.adjustFireLoss(-2)
holder.adjustToxLoss(-2)
holder.adjustOxyLoss(-2)
holder.adjustCloneLoss(-2)
@@ -0,0 +1,224 @@
//See comp_helpers.dm for helper procs.
/datum/component/shadekin
VAR_PRIVATE/mob/living/owner
dupe_mode = COMPONENT_DUPE_UNIQUE
//Energy Vars
///How much energy we have RIGHT NOW
var/dark_energy = 100
///How much energy we can have
var/max_dark_energy = 100
///Always be at our max_dark_energy
var/dark_energy_infinite = FALSE
///How much energy we generate in the dark
var/energy_dark = 0.75
///How much energy we generate in the light
var/energy_light = 0.25
///If we care about eye color when it comes to factoring in energy
var/eye_color_influences_energy = TRUE
///Energy gain from nutrition
var/nutrition_conversion_scaling = 0.5
///If we convert nutrition to energy
var/nutrition_energy_conversion = FALSE
//Phase Vars
///Are we currently in a phase transition?
var/doing_phase = FALSE
///Are we currently phased?
var/in_phase = FALSE
///Chance to break lights on phase-in
var/flicker_break_chance = 0
///Color that lights will flicker to on phase-in. Off by default.
var/flicker_color
///Time that lights will flicker on phase-in. Default is 10 times.
var/flicker_time = 10
///Range that we flicker lights. Default is 10.
var/flicker_distance = 10
///If we can get the 'phase debuff' applied to us. (No using guns, dropping things in hands, etc).
var/normal_phase = TRUE
///If we drop items on phase.
var/drop_items_on_phase = FALSE
//Dark Respite Vars (Unused on Virgo)
///If we are in dark respite or not
var/in_dark_respite = FALSE
var/manual_respite = FALSE
var/respite_activating = FALSE
//Dark Tunneling Vars (Unused on Virgo)
///If we have already made a dark tunnel
var/created_dark_tunnel = FALSE
//Dark Maw Vars (Unused on Virgo)
///Our current active dark maws
var/list/active_dark_maws = list()
//Ability Vars
///The innate abilities we start with
var/list/shadekin_abilities = list(/datum/power/shadekin/phase_shift,
/datum/power/shadekin/regenerate_other,
/datum/power/shadekin/create_shade)
///Datum holder. Largely ignore this.
var/list/shadekin_ability_datums = list()
//Misc Vars
///Eyecolor
var/eye_color = BLUE_EYES
///For downstream. Enables some extra verbs. Causes things to drop in hand when you phase.
var/extended_kin = FALSE
/datum/component/shadekin/phase_only
shadekin_abilities = list(/datum/power/shadekin/phase_shift)
/datum/component/shadekin/full
shadekin_abilities = list(/datum/power/shadekin/phase_shift,
/datum/power/shadekin/regenerate_other,
/datum/power/shadekin/create_shade,
/datum/power/shadekin/dark_maw,
/datum/power/shadekin/dark_respite,
/datum/power/shadekin/dark_tunneling)
extended_kin = TRUE
drop_items_on_phase = TRUE
/datum/component/shadekin/full/rakshasa
flicker_time = 0 //Rakshasa don't flicker lights when they phase in.
dark_energy_infinite = TRUE
normal_phase = FALSE
/datum/component/shadekin/Initialize()
//normal component bs
if(!isliving(parent))
return COMPONENT_INCOMPATIBLE
owner = parent
add_shadekin_abilities(owner)
if(ishuman(owner))
RegisterSignal(owner, COMSIG_SHADEKIN_COMPONENT, PROC_REF(handle_comp)) //Happens every species tick.
else
RegisterSignal(owner, COMSIG_LIVING_LIFE, PROC_REF(handle_comp)) //Happens every life tick (mobs)
//generates powers and then adds them
for(var/power in shadekin_abilities)
var/datum/power/shadekin/SKP = new power(src)
shadekin_ability_datums.Add(SKP)
add_shadekin_abilities()
handle_comp() //First hit is free!
//decides what 'eye color' we are and how much energy we should get
set_shadekin_eyecolor() //Gets what eye color we are.
set_eye_energy() //Sets the energy values based on our eye color.
//Misc stuff we need to do
if(extended_kin)
add_verb(owner, /mob/living/proc/nutrition_conversion_toggle)
add_verb(owner, /mob/living/proc/flicker_adjustment)
/datum/component/shadekin/Destroy(force)
if(ishuman(owner))
UnregisterSignal(owner, COMSIG_SHADEKIN_COMPONENT)
else
UnregisterSignal(owner, COMSIG_LIVING_LIFE)
if(extended_kin)
remove_verb(owner, /mob/living/proc/nutrition_conversion_toggle)
remove_verb(owner, /mob/living/proc/flicker_adjustment)
for(var/datum/power in shadekin_ability_datums)
qdel(power)
for(var/obj/effect/abstract/dark_maw/dm as anything in active_dark_maws) //if the component gets destroyed so does your precious maws
if(!QDELETED(dm))
qdel(dm)
active_dark_maws.Cut()
shadekin_abilities.Cut()
shadekin_ability_datums.Cut()
owner = null
. = ..()
///Handles the component running.
/datum/component/shadekin/proc/handle_comp()
SIGNAL_HANDLER
if(QDELETED(parent))
return
if(owner.stat == DEAD) //dead, don't process.
return
handle_shade()
///Handles the shadekin's energy gain and loss.
/datum/component/shadekin/proc/handle_shade()
//Shifted kin don't gain/lose energy (and save time if we're at the cap)
var/darkness = 1
var/dark_gains = 0
var/turf/T = get_turf(owner)
if(!T)
dark_gains = 0
return
var/brightness = T.get_lumcount() //Brightness in 0.0 to 1.0
darkness = 1-brightness //Invert
var/is_dark = (darkness >= 0.5)
if(in_phase)
dark_gains = 0
else
//Heal (very) slowly in good darkness
if(is_dark)
//The below sends a DB query...This needs to be fixed before this can be enabled as we're now dealing with signal handlers.
//Reenable once that mess is taken care of.
owner.adjustFireLoss((-0.10)*darkness)
owner.adjustBruteLoss((-0.10)*darkness)
owner.adjustToxLoss((-0.10)*darkness)
//energy_dark and energy_light are set by the shadekin eye traits.
//These are balanced around their playstyles and 2 planned new aggressive abilities
dark_gains = energy_dark
else
dark_gains = energy_light
shadekin_adjust_energy(dark_gains)
//Update huds
update_shadekin_hud()
/mob/living/proc/nutrition_conversion_toggle()
set name = "Toggle Energy <-> Nutrition conversions"
set desc = "Toggle dark energy and nutrition being converted into each other when full"
set category = "Abilities.Shadekin"
var/datum/component/shadekin/SK = get_shadekin_component()
if(!SK)
to_chat(src, span_warning("Only a shadekin can use that!"))
return FALSE
if(SK.nutrition_energy_conversion)
to_chat(src, span_notice("Nutrition and dark energy conversions disabled."))
SK.nutrition_energy_conversion = 0
else
to_chat(src, span_notice("Nutrition and dark energy conversions enabled."))
SK.nutrition_energy_conversion = 1
/mob/living/proc/flicker_adjustment()
set name = "Adjust Light Flicker"
set desc = "Allows you to adjust the settings of the light flicker when you phase in!"
set category = "Abilities.Shadekin"
var/datum/component/shadekin/SK = get_shadekin_component()
if(!SK)
to_chat(src, span_warning("Only a shadekin can use that!"))
return FALSE
var/flicker_timer = tgui_input_number(src, "Adjust how long lights flicker when you phase in! (Min 10 Max 20 times!)", "Set Flicker", SK.flicker_time, 20, 10)
if(flicker_timer > 20 || flicker_timer < 10)
to_chat(src,"<span class='warning'>You must choose a number between 10 and 20</span>")
return
SK.flicker_time = flicker_timer
to_chat(src,"<span class='warning'>Flicker timer set to [SK.flicker_time] seconds!</span>")
var/set_new_color = tgui_color_picker(src,"Select a color you wish the lights to flicker as (Default is #E0EFF0)","Color Selector", SK.flicker_color)
if(set_new_color)
SK.flicker_color = set_new_color
to_chat(src,"<span class='warning'>Flicker color set to [SK.flicker_color]!</span>")
var/break_chance = tgui_input_number(src, "Adjust the % chance for lights to break when you phase in! (Default 0. Min 0. Max 25)", "Set Break Chance", 0, 25, 0)
if(break_chance > 25 || break_chance < 0)
to_chat(src,"<span class='warning'>You must choose a number between 0 and 25</span>")
return
SK.flicker_break_chance = break_chance
to_chat(src,"<span class='warning'>Break chance set to [SK.flicker_break_chance]%</span>")