mirror of
https://github.com/VOREStation/VOREStation.git
synced 2026-05-18 20:59:56 +01:00
d5849910e5
* Begin clickcode attack_self fix Begins the work to make everything call back to parent for attack_self so that signals are sacred. * Makes MORE things call the attack_self() parent Yes, I could make special_handling a var on obj/item HOWEVER i want it to be specific so it can be tracked down later and ONLY the objects that use it can be refactored instead of sitting there literally forever and it just becoming 'a thing'. * Finishes making the rest of attack_self call parent. As mentioned, things such as 'specialty_goggles' 'special_handling' and the such are only there to help with attack_self until the attack_self is recoded for those items. * begone foul demon * some more cleanup * These * GOD this was annoying * yeh * Fix this * fLARES * Thesee too * toys! * Even more! * More fixes * Even more * rest of em * these too * Update syndie.dm * hardref clear * Update code/game/gamemodes/nuclear/pinpointer.dm * Update code/game/objects/effects/mines.dm * Update code/game/objects/items/blueprints_vr.dm * Update code/game/objects/items/blueprints_vr.dm * Update code/game/objects/items/contraband_vr.dm * Update code/game/objects/items/crayons.dm * Update code/game/objects/items/crayons.dm * Update code/game/objects/items/gunbox.dm * Update code/game/objects/items/gunbox.dm * Update code/game/objects/items/gunbox_vr.dm * Update code/game/objects/items/gunbox_vr.dm * Update code/game/objects/items/weapons/gift_wrappaper.dm * Update code/game/objects/items/crayons.dm * Update code/game/objects/items/crayons.dm * Update code/game/objects/items/gunbox.dm * these too * Update maintpanel_stack.dm * angry warning * Fixes packaged snacks. Fixes improper var default. * Special handling for these * proper poly types * Fixes magclaws Makes the 'features' it had just part of base magboots that can be adjusted via varswap. * Fixes jackets Fixes https://github.com/VOREStation/VOREStation/issues/18941 * Small bugfix Makes p_Theyre properly capitialize Makes examine show proper wording * Update gift_wrappaper.dm
165 lines
5.1 KiB
Plaintext
165 lines
5.1 KiB
Plaintext
/**********************Resonator**********************/
|
|
|
|
/obj/item/resonator
|
|
name = "resonator"
|
|
icon = 'icons/obj/mining.dmi'
|
|
icon_state = "resonator"
|
|
item_state = "resonator"
|
|
item_icons = list(
|
|
slot_l_hand_str = 'icons/mob/items/lefthand_vr.dmi',
|
|
slot_r_hand_str = 'icons/mob/items/righthand_vr.dmi',
|
|
)
|
|
origin_tech = list(TECH_MAGNET = 3, TECH_ENGINEERING = 3)
|
|
desc = "A handheld device that creates small fields of energy that resonate until they detonate, crushing rock. It can also be activated without a target to create a field at the user's location, to act as a delayed time trap. It's more effective in low temperature."
|
|
w_class = ITEMSIZE_NORMAL
|
|
force = 8
|
|
throwforce = 10
|
|
var/cooldown = 0
|
|
var/fieldsactive = 0
|
|
var/burst_time = 50
|
|
var/fieldlimit = 3
|
|
var/spreadmode = 0
|
|
var/cascading = 0
|
|
|
|
/obj/item/resonator/upgraded
|
|
name = "upgraded resonator"
|
|
desc = "An upgraded version of the resonator that can produce more fields at once."
|
|
icon_state = "resonator_u"
|
|
origin_tech = list(TECH_MATERIAL = 4, TECH_POWER = 3, TECH_MAGNET = 3, TECH_ENGINEERING = 3)
|
|
fieldlimit = 5
|
|
|
|
/obj/item/resonator/proc/CreateResonance(var/target, var/creator)
|
|
var/turf/T = get_turf(target)
|
|
if(locate(/obj/effect/resonance) in T)
|
|
return
|
|
|
|
if(fieldsactive > fieldlimit || cascading)
|
|
to_chat(creator, span_warning("You've exceeded the field limit! Wait for them to dissipate."))
|
|
return
|
|
if(spreadmode)
|
|
cascading = TRUE
|
|
var/depth = 0
|
|
var/fields = 0
|
|
if(depth == 0)
|
|
playsound(src,'sound/weapons/resonator_fire.ogg',50,1)
|
|
new /obj/effect/resonance(T, WEAKREF(creator), burst_time)
|
|
fields++
|
|
depth++
|
|
var/origin_dir = get_cardinal_dir(creator, T)
|
|
var/dir
|
|
while(fields < fieldlimit)
|
|
for(var/i=0, i<=2, i++)
|
|
if(fields >= fieldlimit)
|
|
sleep(burst_time)
|
|
cascading = FALSE
|
|
return
|
|
switch(i) //Using a switch statement rather than (-90 + i * 90) to favour going straight ahead
|
|
if(0)
|
|
dir = origin_dir
|
|
if(1)
|
|
dir = turn(origin_dir, 90)
|
|
if(2)
|
|
dir = turn(origin_dir, -90)
|
|
var/turf/newT = T
|
|
for(var/step = 1, step<=depth, step++)
|
|
var/turf/oldT = newT
|
|
newT = get_step(oldT, dir)
|
|
if(step == depth)
|
|
new /obj/effect/resonance(newT, WEAKREF(creator), burst_time)
|
|
fields++
|
|
if(depth > 1 && fields < fieldlimit) //Works until 15 fieldlimit.
|
|
oldT = newT
|
|
dir = turn(dir, (i == 2 ? 135 : -135))
|
|
newT = get_step(oldT, dir)
|
|
new /obj/effect/resonance(newT, WEAKREF(creator), burst_time)
|
|
fields++
|
|
depth++
|
|
|
|
|
|
|
|
else
|
|
playsound(src,'sound/weapons/resonator_fire.ogg',50,1)
|
|
new /obj/effect/resonance(T, WEAKREF(creator), burst_time)
|
|
fieldsactive++
|
|
spawn(burst_time)
|
|
fieldsactive--
|
|
|
|
/obj/item/resonator/attack_self(mob/user)
|
|
. = ..(user)
|
|
if(.)
|
|
return TRUE
|
|
switch(tgui_alert(user, "Change Detonation Time or toggle Cascading?","Setting", list("Toggle Cascade", "Resonance Time")))
|
|
if("Resonance Time")
|
|
if(burst_time == 50)
|
|
burst_time = 30
|
|
to_chat(user, span_info("You set the resonator's fields to detonate after 3 seconds."))
|
|
else
|
|
burst_time = 50
|
|
to_chat(user, span_info("You set the resonator's fields to detonate after 5 seconds."))
|
|
if("Toggle Cascade")
|
|
spreadmode = !spreadmode
|
|
to_chat(user, span_info("You have [(spreadmode ? "enabled" : "disabled")] the resonance cascade mode."))
|
|
|
|
/obj/item/resonator/afterattack(atom/target, mob/user, proximity_flag)
|
|
if(proximity_flag)
|
|
if(!check_allowed_items(target, 1))
|
|
return
|
|
CreateResonance(target, user)
|
|
|
|
/obj/effect/resonance
|
|
name = "resonance field"
|
|
desc = "A resonating field that significantly damages anything inside of it when the field eventually ruptures."
|
|
icon = 'icons/effects/effects.dmi'
|
|
icon_state = "shield1"
|
|
plane = MOB_PLANE
|
|
layer = ABOVE_MOB_LAYER
|
|
mouse_opacity = 0
|
|
var/resonance_damage = 20
|
|
|
|
/obj/effect/resonance/Initialize(mapload, var/creator = null, var/timetoburst)
|
|
. = ..()
|
|
// Start small and grow to big size as we are about to burst
|
|
transform = matrix()*0.75
|
|
animate(src, transform = matrix()*1.5, time = timetoburst)
|
|
// Queue the actual bursting
|
|
addtimer(CALLBACK(src, PROC_REF(burst), creator), timetoburst)
|
|
|
|
/obj/effect/resonance/proc/burst(var/creator = null)
|
|
var/turf/T = get_turf(src)
|
|
if(!T)
|
|
return
|
|
playsound(src, 'sound/weapons/resonator_blast.ogg', 50, 1)
|
|
// Make the collapsing effect
|
|
new /obj/effect/temp_visual/resonance_crush(T)
|
|
|
|
// Mineral turfs get drilled!
|
|
if(ismineralturf(T))
|
|
var/turf/simulated/mineral/M = T
|
|
M.GetDrilled()
|
|
qdel(src)
|
|
return
|
|
// Otherwise we damage mobs! Boost damage if low tempreature
|
|
var/datum/gas_mixture/environment = T.return_air()
|
|
if(environment.temperature < 250)
|
|
name = "strong resonance field"
|
|
resonance_damage = 50
|
|
|
|
for(var/mob/living/L in src.loc)
|
|
if(creator)
|
|
add_attack_logs(creator, L, "used a resonator field on")
|
|
to_chat(L, span_danger("\The [src] ruptured with you in it!"))
|
|
L.apply_damage(resonance_damage, BRUTE)
|
|
qdel(src)
|
|
|
|
|
|
/obj/effect/temp_visual/resonance_crush
|
|
icon_state = "shield1"
|
|
plane = MOB_PLANE
|
|
layer = ABOVE_MOB_LAYER
|
|
duration = 4
|
|
|
|
/obj/effect/temp_visual/resonance_crush/Initialize(mapload)
|
|
. = ..()
|
|
transform = matrix()*1.5
|
|
animate(src, transform = matrix()*0.1, alpha = 50, time = 4)
|