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Comments for lighting: Like sd_DAL (what we used to use), it changes the shading overlays of areas by splitting each type of area into sub-areas by using the var/tag variable and moving turfs into the contents list of the correct sub-area. Unlike sd_DAL however it uses a queueing system. Everytime we call a change to opacity or luminosity (through SetOpacity() or SetLuminosity()) we are simply updating variables and scheduling certain lights/turfs for an update. Actual updates are handled periodically by the lighting_controller. This carries additional overheads, however it means that each thing is changed only once per lighting_controller.processing_interval ticks. Allowing for greater control over how much priority we'd like lighting updates to have. It also makes it possible for us to simply delay updates by setting lighting_controller.processing = 0 at say, the start of a large explosion, waiting for it to finish, and then turning it back on with lighting_controller.processing = 1. Unlike our old system there is a hardcoded maximum luminosity. This is to discourage coders using large luminosity values for dynamic lighting, as the cost of lighting grows rapidly at large luminosity levels (especially when changing opacity at runtime) Also, in order for the queueing system to work, each light remembers the effect it casts on each turf. This is going to have larger memory requirements than our previous system but hopefully it's worth the hassle for the greater control we gain. Besides, there are far far worse uses of needless lists in the game, it'd be worth pruning some of them to offset costs. Known Issues/TODO: admin-spawned turfs will have broken lumcounts. Not willing to fix it at this moment mob luminosity will be lower than expected when one of multiple light sources is dropped after exceeding the maximum luminosity Shuttles still do not have support for dynamic lighting (I hope to fix this at some point) No directional lighting support. Fairly easy to add this and the code is ready. When opening airlocks etc, lighting does not always update to account for the change in opacity. Explosions now cause lighting to cease processing temporarily. Moved controller datums to the code/controllers directory. I plan on standardising them. "Master","Ticker","Lighting","Air","Jobs","Sun","Radio","Supply Shuttle","Emergency Shuttle","Configuration","pAI" controller datums can be accessed via the debug controller verb (used to be the debug master controller verb) Supply shuttle now uses a controller datum. Shuttles tend to arrive up to 30 seconds late, this is not a bug. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4537 316c924e-a436-60f5-8080-3fe189b3f50e
417 lines
9.5 KiB
Plaintext
417 lines
9.5 KiB
Plaintext
/* Alien Effects!
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* Contains:
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* effect/alien
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* Resin
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* Weeds
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* Acid
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* Egg
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*/
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/*
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* effect/alien
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*/
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/obj/effect/alien
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name = "alien thing"
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desc = "theres something alien about this"
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icon = 'icons/mob/alien.dmi'
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// unacidable = 1 //Aliens won't ment their own.
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/*
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* Resin
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*/
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/obj/effect/alien/resin
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name = "resin"
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desc = "Looks like some kind of slimy growth."
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icon_state = "resin"
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density = 1
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opacity = 1
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anchored = 1
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var/health = 50
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//var/mob/living/affecting = null
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wall
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name = "resin wall"
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desc = "Purple slime solidified into a wall."
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icon_state = "resinwall" //same as resin, but consistency ho!
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membrane
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name = "resin membrane"
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desc = "Purple slime just thin enough to let light pass through."
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icon_state = "resinmembrane"
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opacity = 0
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health = 20
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/obj/effect/alien/resin/proc/healthcheck()
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if(health <=0)
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density = 0
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del(src)
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return
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/obj/effect/alien/resin/bullet_act(var/obj/item/projectile/Proj)
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health -= Proj.damage
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..()
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healthcheck()
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return
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/obj/effect/alien/resin/ex_act(severity)
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switch(severity)
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if(1.0)
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health-=50
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if(2.0)
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health-=50
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if(3.0)
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if (prob(50))
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health-=50
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else
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health-=25
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healthcheck()
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return
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/obj/effect/alien/resin/blob_act()
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health-=50
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healthcheck()
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return
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/obj/effect/alien/resin/meteorhit()
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health-=50
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healthcheck()
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return
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/obj/effect/alien/resin/hitby(AM as mob|obj)
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..()
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for(var/mob/O in viewers(src, null))
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O.show_message("\red <B>[src] was hit by [AM].</B>", 1)
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var/tforce = 0
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if(ismob(AM))
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tforce = 10
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else
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tforce = AM:throwforce
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playsound(loc, 'sound/effects/attackblob.ogg', 100, 1)
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health = max(0, health - tforce)
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healthcheck()
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..()
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return
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/obj/effect/alien/resin/attack_hand()
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if ((HULK in usr.mutations) || (SUPRSTR in usr.augmentations))
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usr << "\blue You easily destroy the [name]."
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for(var/mob/O in oviewers(src))
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O.show_message("\red [usr] destroys the [name]!", 1)
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health = 0
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healthcheck()
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return
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/obj/effect/alien/resin/attack_paw()
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return attack_hand()
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/obj/effect/alien/resin/attack_alien()
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if (islarva(usr))//Safety check for larva. /N
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return
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usr << "\green You claw at the [name]."
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for(var/mob/O in oviewers(src))
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O.show_message("\red [usr] claws at the resin!", 1)
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playsound(loc, 'sound/effects/attackblob.ogg', 100, 1)
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health -= rand(10, 20)
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if(health <= 0)
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usr << "\green You slice the [name] to pieces."
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for(var/mob/O in oviewers(src))
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O.show_message("\red [usr] slices the [name] apart!", 1)
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healthcheck()
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return
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/obj/effect/alien/resin/attackby(obj/item/weapon/W as obj, mob/user as mob)
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/*if (istype(W, /obj/item/weapon/grab) && get_dist(src,user)<2)
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var/obj/item/weapon/grab/G = W
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if(isalien(user)&&(ishuman(G.affecting)||ismonkey(G.affecting)))
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//Only aliens can stick humans and monkeys into resin walls. Also, the wall must not have a person inside already.
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if(!affecting)
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if(G.state<2)
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user << "\red You need a better grip to do that!"
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return
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G.affecting.loc = src
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G.affecting.paralysis = 10
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for(var/mob/O in viewers(world.view, src))
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if (O.client)
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O << text("\green [] places [] in the resin wall!", G.assailant, G.affecting)
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affecting=G.affecting
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del(W)
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spawn(0)
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process()
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else
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user << "\red This wall is already occupied."
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return */
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var/aforce = W.force
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health = max(0, health - aforce)
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playsound(loc, 'sound/effects/attackblob.ogg', 100, 1)
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healthcheck()
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..()
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return
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/obj/effect/alien/resin/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
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if(air_group) return 0
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if(istype(mover) && mover.checkpass(PASSGLASS))
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return !opacity
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return !density
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/*
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* Weeds
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*/
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#define NODERANGE 3
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/obj/effect/alien/weeds
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name = "weeds"
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desc = "Weird purple weeds."
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icon_state = "weeds"
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anchored = 1
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density = 0
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var/health = 50
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node
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icon_state = "weednode"
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name = "purple sac"
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desc = "Weird purple octopus-like thing."
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luminosity = NODERANGE
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/obj/effect/alien/weeds/New()
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..()
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if(istype(loc, /turf/space))
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del(src)
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return
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if(icon_state == "weeds")icon_state = pick("weeds", "weeds1", "weeds2")
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spawn(rand(150,300))
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if(src)
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Life()
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return
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/obj/effect/alien/weeds/proc/Life()
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set background = 1
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var/turf/U = get_turf(src)
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/*
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if (locate(/obj/movable, U))
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U = locate(/obj/movable, U)
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if(U.density == 1)
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del(src)
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return
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Alien plants should do something if theres a lot of poison
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if(U.poison> 200000)
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health -= round(U.poison/200000)
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update()
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return
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*/
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if (istype(U, /turf/space))
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del(src)
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return
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direction_loop:
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for(var/dirn in cardinal)
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var/turf/T = get_step(src, dirn)
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if (!istype(T) || T.density || locate(/obj/effect/alien/weeds) in T || istype(T.loc, /area/arrival) || istype(T, /turf/space))
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continue
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if(!(locate(/obj/effect/alien/weeds/node) in view(NODERANGE,T)))
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continue
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// if (locate(/obj/movable, T)) // don't propogate into movables
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// continue
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for(var/obj/O in T)
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if(O.density)
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continue direction_loop
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new /obj/effect/alien/weeds(T)
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/obj/effect/alien/weeds/ex_act(severity)
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switch(severity)
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if(1.0)
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del(src)
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if(2.0)
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if (prob(50))
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del(src)
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if(3.0)
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if (prob(5))
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del(src)
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return
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/obj/effect/alien/weeds/attackby(var/obj/item/weapon/W, var/mob/user)
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if(W.attack_verb.len)
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visible_message("\red <B>\The [src] have been [pick(W.attack_verb)] with \the [W][(user ? " by [user]." : ".")]")
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else
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visible_message("\red <B>\The [src] have been attacked with \the [W][(user ? " by [user]." : ".")]")
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var/damage = W.force / 4.0
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if(istype(W, /obj/item/weapon/weldingtool))
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var/obj/item/weapon/weldingtool/WT = W
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if(WT.remove_fuel(0, user))
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damage = 15
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playsound(loc, 'sound/items/Welder.ogg', 100, 1)
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health -= damage
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healthcheck()
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/obj/effect/alien/weeds/proc/healthcheck()
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if(health <= 0)
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del(src)
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/obj/effect/alien/weeds/temperature_expose(datum/gas_mixture/air, exposed_temperature, exposed_volume)
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if(exposed_temperature > 300)
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health -= 5
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healthcheck()
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/*/obj/effect/alien/weeds/burn(fi_amount)
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if (fi_amount > 18000)
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spawn( 0 )
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del(src)
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return
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return 0
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return 1
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*/
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#undef NODERANGE
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/*
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* Acid
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*/
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/obj/effect/alien/acid
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name = "acid"
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desc = "Burbling corrossive stuff. I wouldn't want to touch it."
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icon_state = "acid"
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density = 0
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opacity = 0
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anchored = 1
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var/obj/target
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var/ticks = 0
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/obj/effect/alien/acid/proc/tick()
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ticks += 1
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for(var/mob/O in hearers(src, null))
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O.show_message("\green <B>[src.target] sizzles and begins to melt under the bubbling mess of acid!</B>", 1)
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if(prob(ticks*10))
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for(var/mob/O in hearers(src, null))
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O.show_message("\green <B>[src.target] collapses under its own weight into a puddle of goop and undigested debris!</B>", 1)
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// if(target.occupant) //I tried to fix mechas-with-humans-getting-deleted. Made them unacidable for now.
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// target.ex_act(1)
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del(target)
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del(src)
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return
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spawn(rand(200, 600)) tick()
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/*
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* Egg
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*/
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/var/const //for the status var
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BURST = 0
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GROWING = 1
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GROWN = 2
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MIN_GROWTH_TIME = 1800 //time it takes to grow a hugger
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MAX_GROWTH_TIME = 3000
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/obj/effect/alien/egg
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desc = "It looks like a weird egg"
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name = "egg"
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icon_state = "egg_growing"
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density = 0
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anchored = 1
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var/health = 100
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var/status = GROWING //can be GROWING, GROWN or BURST; all mutually exclusive
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New()
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if(aliens_allowed)
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..()
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spawn(rand(MIN_GROWTH_TIME,MAX_GROWTH_TIME))
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Grow()
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else
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del(src)
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attack_paw(user as mob)
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if(isalien(user))
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switch(status)
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if(BURST)
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user << "\red The child is already gone."
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return
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if(GROWING)
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user << "\red The child is not developed yet."
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return
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if(GROWN)
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user << "\red You retrieve the child."
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loc.contents += GetFacehugger()//need to write the code for giving it to the alien later
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Burst()
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return
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else
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return attack_hand(user)
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attack_hand(user as mob)
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user << "It feels slimy."
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return
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proc/GetFacehugger()
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return locate(/obj/item/clothing/mask/facehugger) in contents
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proc/Grow()
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icon_state = "egg"
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status = GROWN
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new /obj/item/clothing/mask/facehugger(src)
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return
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proc/Burst() //drops and kills the hugger if any is remaining
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var/obj/item/clothing/mask/facehugger/child = GetFacehugger()
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if(child)
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loc.contents += child
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child.Die()
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icon_state = "egg_hatched"
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status = BURST
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return
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/obj/effect/alien/egg/bullet_act(var/obj/item/projectile/Proj)
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health -= Proj.damage
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..()
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healthcheck()
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return
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/obj/effect/alien/egg/attackby(var/obj/item/weapon/W, var/mob/user)
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if(health <= 0)
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return
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if(W.attack_verb.len)
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src.visible_message("\red <B>\The [src] has been [pick(W.attack_verb)] with \the [W][(user ? " by [user]." : ".")]")
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else
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src.visible_message("\red <B>\The [src] has been attacked with \the [W][(user ? " by [user]." : ".")]")
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var/damage = W.force / 4.0
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if(istype(W, /obj/item/weapon/weldingtool))
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var/obj/item/weapon/weldingtool/WT = W
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if(WT.remove_fuel(0, user))
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damage = 15
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playsound(src.loc, 'sound/items/Welder.ogg', 100, 1)
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src.health -= damage
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src.healthcheck()
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/obj/effect/alien/egg/proc/healthcheck()
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if(health <= 0)
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Burst()
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/obj/effect/alien/egg/temperature_expose(datum/gas_mixture/air, exposed_temperature, exposed_volume)
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if(exposed_temperature > 500)
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health -= 5
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healthcheck() |