Files
VOREStation/code/game/objects/effects/aliens.dm
elly1989@rocketmail.com 6e274cd395 New lighting, it's essentially just the old DAL system with a queue.
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
2012-08-25 16:06:57 +00:00

417 lines
9.5 KiB
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/* Alien Effects!
* Contains:
* effect/alien
* Resin
* Weeds
* Acid
* Egg
*/
/*
* effect/alien
*/
/obj/effect/alien
name = "alien thing"
desc = "theres something alien about this"
icon = 'icons/mob/alien.dmi'
// unacidable = 1 //Aliens won't ment their own.
/*
* Resin
*/
/obj/effect/alien/resin
name = "resin"
desc = "Looks like some kind of slimy growth."
icon_state = "resin"
density = 1
opacity = 1
anchored = 1
var/health = 50
//var/mob/living/affecting = null
wall
name = "resin wall"
desc = "Purple slime solidified into a wall."
icon_state = "resinwall" //same as resin, but consistency ho!
membrane
name = "resin membrane"
desc = "Purple slime just thin enough to let light pass through."
icon_state = "resinmembrane"
opacity = 0
health = 20
/obj/effect/alien/resin/proc/healthcheck()
if(health <=0)
density = 0
del(src)
return
/obj/effect/alien/resin/bullet_act(var/obj/item/projectile/Proj)
health -= Proj.damage
..()
healthcheck()
return
/obj/effect/alien/resin/ex_act(severity)
switch(severity)
if(1.0)
health-=50
if(2.0)
health-=50
if(3.0)
if (prob(50))
health-=50
else
health-=25
healthcheck()
return
/obj/effect/alien/resin/blob_act()
health-=50
healthcheck()
return
/obj/effect/alien/resin/meteorhit()
health-=50
healthcheck()
return
/obj/effect/alien/resin/hitby(AM as mob|obj)
..()
for(var/mob/O in viewers(src, null))
O.show_message("\red <B>[src] was hit by [AM].</B>", 1)
var/tforce = 0
if(ismob(AM))
tforce = 10
else
tforce = AM:throwforce
playsound(loc, 'sound/effects/attackblob.ogg', 100, 1)
health = max(0, health - tforce)
healthcheck()
..()
return
/obj/effect/alien/resin/attack_hand()
if ((HULK in usr.mutations) || (SUPRSTR in usr.augmentations))
usr << "\blue You easily destroy the [name]."
for(var/mob/O in oviewers(src))
O.show_message("\red [usr] destroys the [name]!", 1)
health = 0
healthcheck()
return
/obj/effect/alien/resin/attack_paw()
return attack_hand()
/obj/effect/alien/resin/attack_alien()
if (islarva(usr))//Safety check for larva. /N
return
usr << "\green You claw at the [name]."
for(var/mob/O in oviewers(src))
O.show_message("\red [usr] claws at the resin!", 1)
playsound(loc, 'sound/effects/attackblob.ogg', 100, 1)
health -= rand(10, 20)
if(health <= 0)
usr << "\green You slice the [name] to pieces."
for(var/mob/O in oviewers(src))
O.show_message("\red [usr] slices the [name] apart!", 1)
healthcheck()
return
/obj/effect/alien/resin/attackby(obj/item/weapon/W as obj, mob/user as mob)
/*if (istype(W, /obj/item/weapon/grab) && get_dist(src,user)<2)
var/obj/item/weapon/grab/G = W
if(isalien(user)&&(ishuman(G.affecting)||ismonkey(G.affecting)))
//Only aliens can stick humans and monkeys into resin walls. Also, the wall must not have a person inside already.
if(!affecting)
if(G.state<2)
user << "\red You need a better grip to do that!"
return
G.affecting.loc = src
G.affecting.paralysis = 10
for(var/mob/O in viewers(world.view, src))
if (O.client)
O << text("\green [] places [] in the resin wall!", G.assailant, G.affecting)
affecting=G.affecting
del(W)
spawn(0)
process()
else
user << "\red This wall is already occupied."
return */
var/aforce = W.force
health = max(0, health - aforce)
playsound(loc, 'sound/effects/attackblob.ogg', 100, 1)
healthcheck()
..()
return
/obj/effect/alien/resin/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
if(air_group) return 0
if(istype(mover) && mover.checkpass(PASSGLASS))
return !opacity
return !density
/*
* Weeds
*/
#define NODERANGE 3
/obj/effect/alien/weeds
name = "weeds"
desc = "Weird purple weeds."
icon_state = "weeds"
anchored = 1
density = 0
var/health = 50
node
icon_state = "weednode"
name = "purple sac"
desc = "Weird purple octopus-like thing."
luminosity = NODERANGE
/obj/effect/alien/weeds/New()
..()
if(istype(loc, /turf/space))
del(src)
return
if(icon_state == "weeds")icon_state = pick("weeds", "weeds1", "weeds2")
spawn(rand(150,300))
if(src)
Life()
return
/obj/effect/alien/weeds/proc/Life()
set background = 1
var/turf/U = get_turf(src)
/*
if (locate(/obj/movable, U))
U = locate(/obj/movable, U)
if(U.density == 1)
del(src)
return
Alien plants should do something if theres a lot of poison
if(U.poison> 200000)
health -= round(U.poison/200000)
update()
return
*/
if (istype(U, /turf/space))
del(src)
return
direction_loop:
for(var/dirn in cardinal)
var/turf/T = get_step(src, dirn)
if (!istype(T) || T.density || locate(/obj/effect/alien/weeds) in T || istype(T.loc, /area/arrival) || istype(T, /turf/space))
continue
if(!(locate(/obj/effect/alien/weeds/node) in view(NODERANGE,T)))
continue
// if (locate(/obj/movable, T)) // don't propogate into movables
// continue
for(var/obj/O in T)
if(O.density)
continue direction_loop
new /obj/effect/alien/weeds(T)
/obj/effect/alien/weeds/ex_act(severity)
switch(severity)
if(1.0)
del(src)
if(2.0)
if (prob(50))
del(src)
if(3.0)
if (prob(5))
del(src)
return
/obj/effect/alien/weeds/attackby(var/obj/item/weapon/W, var/mob/user)
if(W.attack_verb.len)
visible_message("\red <B>\The [src] have been [pick(W.attack_verb)] with \the [W][(user ? " by [user]." : ".")]")
else
visible_message("\red <B>\The [src] have been attacked with \the [W][(user ? " by [user]." : ".")]")
var/damage = W.force / 4.0
if(istype(W, /obj/item/weapon/weldingtool))
var/obj/item/weapon/weldingtool/WT = W
if(WT.remove_fuel(0, user))
damage = 15
playsound(loc, 'sound/items/Welder.ogg', 100, 1)
health -= damage
healthcheck()
/obj/effect/alien/weeds/proc/healthcheck()
if(health <= 0)
del(src)
/obj/effect/alien/weeds/temperature_expose(datum/gas_mixture/air, exposed_temperature, exposed_volume)
if(exposed_temperature > 300)
health -= 5
healthcheck()
/*/obj/effect/alien/weeds/burn(fi_amount)
if (fi_amount > 18000)
spawn( 0 )
del(src)
return
return 0
return 1
*/
#undef NODERANGE
/*
* Acid
*/
/obj/effect/alien/acid
name = "acid"
desc = "Burbling corrossive stuff. I wouldn't want to touch it."
icon_state = "acid"
density = 0
opacity = 0
anchored = 1
var/obj/target
var/ticks = 0
/obj/effect/alien/acid/proc/tick()
ticks += 1
for(var/mob/O in hearers(src, null))
O.show_message("\green <B>[src.target] sizzles and begins to melt under the bubbling mess of acid!</B>", 1)
if(prob(ticks*10))
for(var/mob/O in hearers(src, null))
O.show_message("\green <B>[src.target] collapses under its own weight into a puddle of goop and undigested debris!</B>", 1)
// if(target.occupant) //I tried to fix mechas-with-humans-getting-deleted. Made them unacidable for now.
// target.ex_act(1)
del(target)
del(src)
return
spawn(rand(200, 600)) tick()
/*
* Egg
*/
/var/const //for the status var
BURST = 0
GROWING = 1
GROWN = 2
MIN_GROWTH_TIME = 1800 //time it takes to grow a hugger
MAX_GROWTH_TIME = 3000
/obj/effect/alien/egg
desc = "It looks like a weird egg"
name = "egg"
icon_state = "egg_growing"
density = 0
anchored = 1
var/health = 100
var/status = GROWING //can be GROWING, GROWN or BURST; all mutually exclusive
New()
if(aliens_allowed)
..()
spawn(rand(MIN_GROWTH_TIME,MAX_GROWTH_TIME))
Grow()
else
del(src)
attack_paw(user as mob)
if(isalien(user))
switch(status)
if(BURST)
user << "\red The child is already gone."
return
if(GROWING)
user << "\red The child is not developed yet."
return
if(GROWN)
user << "\red You retrieve the child."
loc.contents += GetFacehugger()//need to write the code for giving it to the alien later
Burst()
return
else
return attack_hand(user)
attack_hand(user as mob)
user << "It feels slimy."
return
proc/GetFacehugger()
return locate(/obj/item/clothing/mask/facehugger) in contents
proc/Grow()
icon_state = "egg"
status = GROWN
new /obj/item/clothing/mask/facehugger(src)
return
proc/Burst() //drops and kills the hugger if any is remaining
var/obj/item/clothing/mask/facehugger/child = GetFacehugger()
if(child)
loc.contents += child
child.Die()
icon_state = "egg_hatched"
status = BURST
return
/obj/effect/alien/egg/bullet_act(var/obj/item/projectile/Proj)
health -= Proj.damage
..()
healthcheck()
return
/obj/effect/alien/egg/attackby(var/obj/item/weapon/W, var/mob/user)
if(health <= 0)
return
if(W.attack_verb.len)
src.visible_message("\red <B>\The [src] has been [pick(W.attack_verb)] with \the [W][(user ? " by [user]." : ".")]")
else
src.visible_message("\red <B>\The [src] has been attacked with \the [W][(user ? " by [user]." : ".")]")
var/damage = W.force / 4.0
if(istype(W, /obj/item/weapon/weldingtool))
var/obj/item/weapon/weldingtool/WT = W
if(WT.remove_fuel(0, user))
damage = 15
playsound(src.loc, 'sound/items/Welder.ogg', 100, 1)
src.health -= damage
src.healthcheck()
/obj/effect/alien/egg/proc/healthcheck()
if(health <= 0)
Burst()
/obj/effect/alien/egg/temperature_expose(datum/gas_mixture/air, exposed_temperature, exposed_volume)
if(exposed_temperature > 500)
health -= 5
healthcheck()