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vgstation13/code/game/gamemodes/events/biomass.dm

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/**
* Biomass (note that this code is very similar to Space Vine code)
*/
/obj/effect/biomass
name = "biomass"
desc = "Space barf from another dimension. It just keeps spreading!"
icon = 'icons/obj/biomass.dmi'
icon_state = "stage1"
anchored = 1
density = 0
plane = ABOVE_HUMAN_PLANE
pass_flags = PASSTABLE | PASSGRILLE
mouse_opacity = 1
var/energy = 0
var/obj/effect/biomass_controller/master = null
var/health = 15
/obj/effect/biomass/Destroy()
unreferenceMaster()
..()
/obj/effect/biomass/proc/unreferenceMaster()
if(master)
master.growth_queue -= src
master.vines -= src
master = null
/obj/effect/biomass/attackby(var/obj/item/weapon/W, mob/user)
if(W.sharpness_flags & SHARP_BLADE && prob(50)) //Not a guarantee
if(prob(30))
user.visible_message("<span class = 'warning'>\The [user] cuts through \the [src] with \the [W]'s sharp edge.</span>",\
"<span class = 'notice'>You cut through \the [src] with \the [W]'s sharp edge.</span>")
adjust_health(rand(5,15))
return
if(W.sharpness_flags & (SERRATED_BLADE|CHOPWOOD)) //Guaranteed, but takes some work
if(do_after(user, src, rand(10,30)))
if(prob(30))
user.visible_message("<span class = 'warning'>\The [user] chops through \the [src] with \the [W].</span>",\
"<span class = 'notice'>You saw through \the [src].</span>")
adjust_health(rand(25,50))
return
if(W.sharpness_flags & HOT_EDGE)
if(do_after(user, src, rand(5,15))) //Guaranteed, rarer sharpness flag so less time taken
if(prob(30))
user.visible_message("<span class = 'warning'>\The [user] sears through \the [src] with \the [W].</span>",\
"<span class = 'notice'>You use \the [W]'s hot edge to burn through \the [src].</span>")
adjust_health(rand(20,35))
return
var/weapon_temp = W.is_hot()
if(weapon_temp >= AUTOIGNITION_WOOD)//Yes it's not technically wood, but fibrous chitin's pretty close when held above a flame
var/coeff = 1*weapon_temp/AUTOIGNITION_WOOD //The hotter it is, the less time it takes
if(do_after(user, src, (rand(30,60)/coeff)))
if(prob(30))
user.visible_message("<span class = 'warning'>\The [user] burns away \the [src] with \the [W].</span>",\
"<span class = 'notice'>You use \the [W] to burn away \the [src].</span>")
adjust_health(rand(40,70))
return
..()
/obj/effect/biomass/proc/grow()
if(energy <= 0)
icon_state = "stage2"
energy = 1
adjust_health(-30)
else
icon_state = "stage3"
setDensity(TRUE)
energy = 2
adjust_health(-30)
/obj/effect/biomass/proc/adjust_health(var/amount)
health -= amount
if(health <= 0)
qdel(src)
/obj/effect/biomass/proc/spread()
var/location = get_step(src, pick(alldirs))
if(isfloor(location) && Adjacent(location))
var/turf/Floor = location
if(isnull(locate(/obj/effect/biomass) in Floor))
if(Floor.Enter(src, loc))
if(master)
master.spawn_biomass_piece(Floor)
return 1
return 0
/obj/effect/biomass/ex_act(severity)
switch(severity)
if(1.0)
adjust_health(100)
if(2.0)
adjust_health(65)
if(3.0)
adjust_health(25)
/obj/effect/biomass/fire_act(datum/gas_mixture/air, exposed_temperature, exposed_volume) //hotspots kill biomass
if(exposed_temperature >= AUTOIGNITION_WOOD)
adjust_health(70)
/obj/effect/biomass_controller
invisibility = 60 // ghost only
var/list/obj/effect/biomass/vines = new
var/list/growth_queue = new
// what this does is that instead of having the grow minimum of 1,
// required to start growing, the minimum will be 0,
// meaning if you get the biomasssss..s' size to something less than 20 plots,
// it won't grow anymore.
var/reached_collapse_size = FALSE
var/reached_slowdown_size = FALSE
/obj/effect/biomass_controller/New(loc)
..(loc)
if(!istype(loc, /turf/simulated/floor))
qdel(src)
spawn_biomass_piece(loc)
processing_objects += src
/obj/effect/biomass_controller/Destroy() // controller is kill, no!!!111
if(vines && vines.len > 0)
for(var/obj/effect/biomass/Biomass in vines)
Biomass.unreferenceMaster()
processing_objects -= src
..()
/obj/effect/biomass_controller/proc/spawn_biomass_piece(var/turf/location)
var/obj/effect/biomass/Biomass = new(location)
Biomass.master = src
vines += Biomass
growth_queue += Biomass
/obj/effect/biomass_controller/process()
if(isnull(vines) || vines.len == 0) // sanity and existing biomass check
qdel(src)
return
if(isnull(growth_queue)) // sanity check
qdel(src)
return
if(vines.len >= 250 && !reached_collapse_size)
reached_collapse_size = TRUE
if(vines.len >= 30 && !reached_slowdown_size)
reached_slowdown_size = TRUE
var/maxgrowth = 0
if(reached_collapse_size)
maxgrowth = 0
else if(reached_slowdown_size)
if(prob(25))
maxgrowth = 1
else
maxgrowth = 0
else
maxgrowth = 4
var/length = min(30, vines.len / 5)
var/i = 0
var/growth = 0
var/list/obj/effect/biomass/queue_end = new
for(var/obj/effect/biomass/Biomass in growth_queue)
i++
growth_queue -= Biomass
queue_end += Biomass
if(Biomass.energy < 2) // if biomass isn't fully grown
if(prob(20))
Biomass.grow()
if(Biomass.spread())
growth++
if(growth >= maxgrowth)
break
if(i >= length)
break
growth_queue = growth_queue + queue_end
/proc/biomass_infestation()
set waitfor = 0
// list of all the empty floor turfs in the hallway areas
var/list/turf/simulated/floor/Floors = new
for(var/type in typesof(/area/hallway))
if(istype(type,/area/hallway/secondary/entry)) // no spawn in arrivals, make it less annoying for latejoiners
continue
var/area/Hallway = locate(type)
for(var/turf/simulated/floor/Floor in Hallway.contents)
if(!is_blocked_turf(Floor))
Floors += Floor
if(Floors.len) // pick a floor to spawn at
var/turf/simulated/floor/Floor = pick(Floors)
new/obj/effect/biomass_controller(Floor) // spawn a controller at floor
log_admin("Event: Biomass spawned at [Floor.loc] ([Floor.x],[Floor.y],[Floor.z]).")
message_admins("<span class='notice'>Event: Biomass spawned at [Floor.loc] <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[Floor.x];Y=[Floor.y];Z=[Floor.z]'>(JMP)</a></span>")