/datum/artifact_effect var/name = "unknown" var/effect = EFFECT_TOUCH //This is simply if the effect occurs on touch, in an aura, or a pulse AOE. Horribly named variable. var/effectrange = 4 //How far the effect will hit something. var/trigger = TRIGGER_TOUCH //This decides how the artifact is actually activated. Ex: Splashing water on it. var/datum/component/artifact_master/master //This code is handled in effect_master.dm var/activated = 0 var/chargelevel = 1 var/chargelevelmax = 10 var/artifact_id = "" var/effect_type = 0 //This is what the artifact does. This is used to generating a description when inspected. var/harvestable = 1 //If we can be harvested or not var/req_type = /atom/movable var/image/active_effect var/effect_icon = 'icons/effects/effects.dmi' var/effect_state = "sparkles" var/effect_color = "#ffffff" // The last time the effect was toggled. var/last_activation = 0 // If we can start activated or not! Note: This is only really disabled on artifacts that can REALLY do some MAJOR DAMAGE to the server itself. See: Atmos & temperature artifacts destroying an entire Z-level's atmos. var/can_start_activated = TRUE /datum/artifact_effect/Destroy() master = null //Master still exists even if our effect gets destroyed. No need to QDEL_NULL. QDEL_NULL(active_effect) . = ..() /datum/artifact_effect/proc/get_master_holder() // Return the effectmaster's holder, if it is set to an effectmaster. Otherwise, master is the target object. if(istype(master)) return master.holder else return master /datum/artifact_effect/New(var/datum/component/artifact_master/newmaster) ..() master = newmaster effect = rand(EFFECT_TOUCH, MAX_EFFECT) //This can be overwritten per artifact, in case you want one to only be touch, aura, or pulse! trigger = rand(TRIGGER_TOUCH, MAX_TRIGGER) //Same for this! You can make artifacts that can ONLY be activated through XYZ! if(effect_icon && effect_state) if(effect_state == "sparkles") effect_state = "sparkles_[rand(1,4)]" active_effect = image(effect_icon, effect_state) active_effect.color = effect_color //this will be replaced by the excavation code later, but it's here just in case artifact_id = "[pick("kappa","sigma","antaeres","beta","omicron","iota","epsilon","omega","gamma","delta","tau","alpha")]-[rand(100,999)]" //random charge time and distance switch(effect) if(EFFECT_PULSE) switch(pick(100;1, 50;2, 25;3)) if(1) //short range, short charge time chargelevelmax = rand(3, 20) effectrange = rand(1, 3) if(2) //medium range, medium charge time chargelevelmax = rand(15, 40) effectrange = rand(5, 15) if(3) //large range, long charge time chargelevelmax = rand(20, 120) effectrange = rand(20, 100) if(EFFECT_AURA) if(prob(1)) //1% chance for a BIG range. effectrange = rand(1, 100) else effectrange = rand(2,7) if(EFFECT_TOUCH) effectrange = 1 if(can_start_activated && prob(50)) ToggleActivate(TRUE, TRUE) /datum/artifact_effect/proc/ToggleActivate(var/reveal_toggle = TRUE, var/spawn_toggle = FALSE) //so that other stuff happens first set waitfor = FALSE var/atom/target = get_master_holder() if(world.time - last_activation > 1 SECOND) last_activation = world.time if(activated) activated = FALSE else activated = TRUE if(reveal_toggle && target) if(!isliving(target) && !(spawn_toggle && istype(target, /obj/machinery/artifact))) //This is to keep it from updating icons if our owner is a large artifact target.update_icon() //As it will runtime since it hasn't set it's artifact_master yet. The update icon is handled in /obj/machinery/artifact/Initialize() var/display_msg if(activated) display_msg = pick("momentarily glows brightly!","distorts slightly for a moment!","flickers slightly!","vibrates!","shimmers slightly for a moment!") else display_msg = pick("grows dull!","fades in intensity!","suddenly becomes very still!","suddenly becomes very quiet!") if(active_effect) if(activated) target.underlays.Add(active_effect) else target.underlays.Remove(active_effect) var/atom/toplevelholder = target while(!istype(toplevelholder.loc, /turf)) toplevelholder = toplevelholder.loc toplevelholder.visible_message(span_filter_notice("[span_red("[icon2html(toplevelholder, viewers(toplevelholder))] [toplevelholder] [display_msg]")]")) /datum/artifact_effect/proc/DoEffectTouch(var/mob/user) /datum/artifact_effect/proc/DoEffectAura(var/atom/holder) /datum/artifact_effect/proc/DoEffectPulse(var/atom/holder) /datum/artifact_effect/proc/UpdateMove() /datum/artifact_effect/process() if(chargelevel < chargelevelmax) chargelevel++ if(activated) if(effect == EFFECT_AURA) DoEffectAura() else if(effect == EFFECT_PULSE && chargelevel >= chargelevelmax) chargelevel = 0 DoEffectPulse() /datum/artifact_effect/proc/getDescription() . = "

This object has been detected to: " switch(effect_type) if(EFFECT_UNKNOWN) . += span_bold("have an unknown effect") //Should never happen but you know, whatever. Failsafe. if(EFFECT_ANIMATE) . += span_bold("have intermittent movement either towards or away from an individual") if(EFFECT_FEELINGS) . += span_bold("cause subjects to feel a certain way") if(EFFECT_CELL) . += span_bold("charges or drains electronic devices in range") if(EFFECT_TEMPERATURE) . += span_bold("adjust the thermal energy in an area") /* //Not Yet Implemented if(EFFECT_DNASWITCH) . += "scramble the DNA of a subject, resulting in rampant genetic mutation" */ if(EFFECT_ELECTIC_FIELD) . += "discharge concentrated electrical energy" if(EFFECT_EMP) . += "discharge electromagnetic energy" if(EFFECT_FEYSIGHT) . += "invoke visions in subjects" //spooky. if(EFFECT_FORCEFIELD) . += "create a forcefield within a short range" if(EFFECT_GAIA) . += "transfer healing energies to nearby flora" if(EFFECT_GAS) . += "emits gas of some type" if(EFFECT_GRAVIATIONAL_WAVES) . += "create local gravitational distortions" if(EFFECT_HEALTH) . += "transfer energies into subjects, harming or healing them" if(EFFECT_POLTERGEIST) . += "cause local movement phenomena" if(EFFECT_RADIATE) . += "transfer high energy gamma rays into subjects" if(EFFECT_RESURRECT) . += "transfer the lifeforce from one entity to another, potentially allowing the ressurection of deceased entities" if(EFFECT_ROBOT_HEALTH) . += "transfer energies into synthetic lifeforms, harming or healing them" if(EFFECT_SLEEPY) . += "invoke drowsiness in subjects" if(EFFECT_STUN) . += "discharge non-lethal amounts of energy into subjects" if(EFFECT_TELEPORT) . += "displace subjects using bluespace phenomena" if(EFFECT_VAMPIRE) . += "drain the blood of subjects, creating creatures or anomalous artifacts in the process" if(EFFECT_DNASWITCH) . += "mutate the cells of the organism that touches it, resulting in rampant mutations" else . += "have no previously-known anomalous properties" . += ". The method of the dispersion of the object's effect seems to be through " switch(effect) if(EFFECT_TOUCH) . += span_bold(" contact with the object.") if(EFFECT_AURA) . += span_bold(" occasional, short ranged pulses of energy.") if(EFFECT_PULSE) . += span_bold(" occasional, long ranged pulses of energy.") else . += "" . += "
" switch(trigger) if(TRIGGER_TOUCH) //This one should be self explanatory. . += "Activation index involves " + span_bold("physical interaction") + " with artifact surface." if(TRIGGER_WATER, TRIGGER_ACID, TRIGGER_VOLATILE, TRIGGER_TOXIN) //No xenoarch would know how to activate these without code digging. . += " Activation index involves " + span_bold("chemical interaction with artifact surface.") + " Water/Hydrogen, sulfuric acid, Thermite/Phoron, and toxin/toxic substances (such as lead, phoron, fertilizers, among others) are potential triggers." if(TRIGGER_FORCE, TRIGGER_ENERGY) //Did you know multitools can activate energy artifacts? . += " Activation index involves " + span_bold("forceful or energetic interaction with artifact surface.") + " Potential triggers are a pulse from a multitool or battering the artifact with a strong object." if(TRIGGER_HEAT, TRIGGER_COLD) //Heat is easy to activate. Smack it with a welder. Cold? Have to cool the area. . += " Activation index involves " + span_bold("precise temperature conditions.") + " Heating/Cooling the atmosphere (>[ARTIFACT_HEAT_TRIGGER]K or <[ARTIFACT_COLD_TRIGGER]K) or using a welder are potential triggers." else . += " Unable to determine any data about activation trigger." . += "
" //returns 0..1, with 1 being no protection and 0 being fully protected /proc/GetAnomalySusceptibility(var/mob/living/carbon/human/H) if(!istype(H)) return 1 var/area/A = get_area(H) if(A.flag_check(AREA_FORBID_EVENTS)) return 0 var/protected = 0 var/susceptibility = 1 //anomaly suits give best protection, but excavation suits are almost as good if(istype(H.back,/obj/item/rig/hazmat)) var/obj/item/rig/hazmat/rig = H.back if(rig.suit_is_deployed() && !rig.offline) protected += 1 if(istype(H.wear_suit,/obj/item/clothing/suit/bio_suit/anomaly)) protected += 0.6 else if(istype(H.wear_suit,/obj/item/clothing/suit/space/anomaly)) protected += 0.5 if(istype(H.head,/obj/item/clothing/head/bio_hood/anomaly)) protected += 0.3 else if(istype(H.head,/obj/item/clothing/head/helmet/space/anomaly)) protected += 0.2 //latex gloves and science goggles also give a bit of bonus protection if(istype(H.gloves,/obj/item/clothing/gloves/sterile)) protected += 0.1 if(istype(H.glasses,/obj/item/clothing/glasses/science)) protected += 0.1 susceptibility = CLAMP01(susceptibility - protected) //Clamp the susceptibility to be between 0 and 1. No negative numbers allowed. return susceptibility