@@ -0,0 +1,362 @@
|
||||
/obj/item/stock_parts/cell
|
||||
name = "power cell"
|
||||
desc = "A rechargeable electrochemical power cell."
|
||||
icon = 'icons/obj/power.dmi'
|
||||
icon_state = "cell"
|
||||
item_state = "cell"
|
||||
lefthand_file = 'icons/mob/inhands/misc/devices_lefthand.dmi'
|
||||
righthand_file = 'icons/mob/inhands/misc/devices_righthand.dmi'
|
||||
force = 5
|
||||
throwforce = 5
|
||||
throw_speed = 2
|
||||
throw_range = 5
|
||||
w_class = WEIGHT_CLASS_SMALL
|
||||
var/charge = 0 // note %age conveted to actual charge in New
|
||||
var/maxcharge = 1000
|
||||
materials = list(MAT_METAL=700, MAT_GLASS=50)
|
||||
grind_results = list("lithium" = 15, "iron" = 5, "silicon" = 5)
|
||||
var/rigged = FALSE // true if rigged to explode
|
||||
var/chargerate = 100 //how much power is given every tick in a recharger
|
||||
var/self_recharge = 0 //does it self recharge, over time, or not?
|
||||
var/ratingdesc = TRUE
|
||||
var/grown_battery = FALSE // If it's a grown that acts as a battery, add a wire overlay to it.
|
||||
rad_flags = RAD_NO_CONTAMINATE // Prevent the same cheese as with the stock parts
|
||||
|
||||
/obj/item/stock_parts/cell/get_cell()
|
||||
return src
|
||||
|
||||
/obj/item/stock_parts/cell/Initialize(mapload, override_maxcharge)
|
||||
. = ..()
|
||||
if(self_recharge)
|
||||
START_PROCESSING(SSobj, src)
|
||||
create_reagents(5, INJECTABLE | DRAINABLE)
|
||||
if (override_maxcharge)
|
||||
maxcharge = override_maxcharge
|
||||
charge = maxcharge
|
||||
if(ratingdesc)
|
||||
desc += " This one has a rating of [DisplayEnergy(maxcharge)], and you should not swallow it."
|
||||
update_icon()
|
||||
|
||||
/obj/item/stock_parts/cell/Destroy()
|
||||
STOP_PROCESSING(SSobj, src)
|
||||
return ..()
|
||||
|
||||
/obj/item/stock_parts/cell/vv_edit_var(var_name, var_value)
|
||||
switch(var_name)
|
||||
if("self_recharge")
|
||||
if(var_value)
|
||||
START_PROCESSING(SSobj, src)
|
||||
else
|
||||
STOP_PROCESSING(SSobj, src)
|
||||
. = ..()
|
||||
|
||||
/obj/item/stock_parts/cell/process()
|
||||
if(self_recharge)
|
||||
give(chargerate * 0.25)
|
||||
else
|
||||
return PROCESS_KILL
|
||||
|
||||
/obj/item/stock_parts/cell/update_icon()
|
||||
cut_overlays()
|
||||
if(grown_battery)
|
||||
add_overlay(image('icons/obj/power.dmi',"grown_wires"))
|
||||
if(charge < 0.01)
|
||||
return
|
||||
else if(charge/maxcharge >=0.995)
|
||||
add_overlay("cell-o2")
|
||||
else
|
||||
add_overlay("cell-o1")
|
||||
|
||||
/obj/item/stock_parts/cell/proc/percent() // return % charge of cell
|
||||
return 100*charge/maxcharge
|
||||
|
||||
// use power from a cell
|
||||
/obj/item/stock_parts/cell/use(amount, can_explode = TRUE)
|
||||
if(rigged && amount > 0 && can_explode)
|
||||
explode()
|
||||
return 0
|
||||
if(charge < amount)
|
||||
return 0
|
||||
charge = (charge - amount)
|
||||
if(!istype(loc, /obj/machinery/power/apc))
|
||||
SSblackbox.record_feedback("tally", "cell_used", 1, type)
|
||||
return 1
|
||||
|
||||
// recharge the cell
|
||||
/obj/item/stock_parts/cell/proc/give(amount)
|
||||
if(rigged && amount > 0)
|
||||
explode()
|
||||
return 0
|
||||
if(maxcharge < amount)
|
||||
amount = maxcharge
|
||||
var/power_used = min(maxcharge-charge,amount)
|
||||
charge += power_used
|
||||
return power_used
|
||||
|
||||
/obj/item/stock_parts/cell/examine(mob/user)
|
||||
..()
|
||||
if(rigged)
|
||||
to_chat(user, "<span class='danger'>This power cell seems to be faulty!</span>")
|
||||
else
|
||||
to_chat(user, "The charge meter reads [round(src.percent() )]%.")
|
||||
|
||||
/obj/item/stock_parts/cell/suicide_act(mob/user)
|
||||
user.visible_message("<span class='suicide'>[user] is licking the electrodes of [src]! It looks like [user.p_theyre()] trying to commit suicide!</span>")
|
||||
return (FIRELOSS)
|
||||
|
||||
/obj/item/stock_parts/cell/on_reagent_change(changetype)
|
||||
..()
|
||||
rigged = reagents?.has_reagent("plasma", 5) ? TRUE : FALSE //has_reagent returns the reagent datum
|
||||
|
||||
/obj/item/stock_parts/cell/proc/explode()
|
||||
var/turf/T = get_turf(src.loc)
|
||||
if (charge==0)
|
||||
return
|
||||
var/devastation_range = -1 //round(charge/11000)
|
||||
var/heavy_impact_range = round(sqrt(charge)/60)
|
||||
var/light_impact_range = round(sqrt(charge)/30)
|
||||
var/flash_range = light_impact_range
|
||||
if (light_impact_range==0)
|
||||
rigged = FALSE
|
||||
corrupt()
|
||||
return
|
||||
//explosion(T, 0, 1, 2, 2)
|
||||
explosion(T, devastation_range, heavy_impact_range, light_impact_range, flash_range)
|
||||
qdel(src)
|
||||
|
||||
/obj/item/stock_parts/cell/proc/corrupt()
|
||||
charge /= 2
|
||||
maxcharge = max(maxcharge/2, chargerate)
|
||||
if (prob(10))
|
||||
rigged = TRUE //broken batterys are dangerous
|
||||
|
||||
/obj/item/stock_parts/cell/emp_act(severity)
|
||||
. = ..()
|
||||
if(. & EMP_PROTECT_SELF)
|
||||
return
|
||||
charge -= 1000 / severity
|
||||
if (charge < 0)
|
||||
charge = 0
|
||||
|
||||
/obj/item/stock_parts/cell/ex_act(severity, target)
|
||||
..()
|
||||
if(!QDELETED(src))
|
||||
switch(severity)
|
||||
if(2)
|
||||
if(prob(50))
|
||||
corrupt()
|
||||
if(3)
|
||||
if(prob(25))
|
||||
corrupt()
|
||||
|
||||
|
||||
/obj/item/stock_parts/cell/blob_act(obj/structure/blob/B)
|
||||
ex_act(EXPLODE_DEVASTATE)
|
||||
|
||||
/obj/item/stock_parts/cell/proc/get_electrocute_damage()
|
||||
if(charge >= 1000)
|
||||
return CLAMP(round(charge/10000), 10, 90) + rand(-5,5)
|
||||
else
|
||||
return 0
|
||||
|
||||
/obj/item/stock_parts/cell/get_part_rating()
|
||||
return rating * maxcharge
|
||||
|
||||
/* Cell variants*/
|
||||
/obj/item/stock_parts/cell/empty/Initialize()
|
||||
. = ..()
|
||||
charge = 0
|
||||
|
||||
/obj/item/stock_parts/cell/crap
|
||||
name = "\improper Nanotrasen brand rechargeable AA battery"
|
||||
desc = "You can't top the plasma top." //TOTALLY TRADEMARK INFRINGEMENT
|
||||
maxcharge = 500
|
||||
materials = list(MAT_GLASS=40)
|
||||
|
||||
/obj/item/stock_parts/cell/crap/empty/Initialize()
|
||||
. = ..()
|
||||
charge = 0
|
||||
update_icon()
|
||||
|
||||
/obj/item/stock_parts/cell/upgraded
|
||||
name = "upgraded power cell"
|
||||
desc = "A power cell with a slightly higher capacity than normal!"
|
||||
maxcharge = 2500
|
||||
materials = list(MAT_GLASS=50)
|
||||
chargerate = 1000
|
||||
|
||||
/obj/item/stock_parts/cell/upgraded/plus
|
||||
name = "upgraded power cell+"
|
||||
desc = "A power cell with an even higher capacity than the base model!"
|
||||
maxcharge = 5000
|
||||
|
||||
/obj/item/stock_parts/cell/secborg
|
||||
name = "security borg rechargeable D battery"
|
||||
maxcharge = 1250 //25/12/6 disabler/laser/taser shots.
|
||||
materials = list(MAT_GLASS=40)
|
||||
|
||||
/obj/item/stock_parts/cell/secborg/empty/Initialize()
|
||||
. = ..()
|
||||
charge = 0
|
||||
update_icon()
|
||||
|
||||
/obj/item/stock_parts/cell/lascarbine
|
||||
name = "laser carbine power supply"
|
||||
maxcharge = 1500 //20 laser shots.
|
||||
|
||||
/obj/item/stock_parts/cell/pulse //200 pulse shots
|
||||
name = "pulse rifle power cell"
|
||||
maxcharge = 40000
|
||||
chargerate = 1500
|
||||
|
||||
/obj/item/stock_parts/cell/pulse/carbine //25 pulse shots
|
||||
name = "pulse carbine power cell"
|
||||
maxcharge = 5000
|
||||
|
||||
/obj/item/stock_parts/cell/pulse/pistol //10 pulse shots
|
||||
name = "pulse pistol power cell"
|
||||
maxcharge = 2000
|
||||
|
||||
/obj/item/stock_parts/cell/high
|
||||
name = "high-capacity power cell"
|
||||
icon_state = "hcell"
|
||||
maxcharge = 10000
|
||||
materials = list(MAT_GLASS=60)
|
||||
chargerate = 1500
|
||||
|
||||
/obj/item/stock_parts/cell/high/plus
|
||||
name = "high-capacity power cell+"
|
||||
desc = "Where did these come from?"
|
||||
icon_state = "h+cell"
|
||||
maxcharge = 15000
|
||||
chargerate = 2250
|
||||
|
||||
/obj/item/stock_parts/cell/high/empty/Initialize()
|
||||
. = ..()
|
||||
charge = 0
|
||||
update_icon()
|
||||
|
||||
/obj/item/stock_parts/cell/super
|
||||
name = "super-capacity power cell"
|
||||
icon_state = "scell"
|
||||
maxcharge = 20000
|
||||
materials = list(MAT_GLASS=300)
|
||||
chargerate = 2000
|
||||
|
||||
/obj/item/stock_parts/cell/super/empty/Initialize()
|
||||
. = ..()
|
||||
charge = 0
|
||||
update_icon()
|
||||
|
||||
/obj/item/stock_parts/cell/hyper
|
||||
name = "hyper-capacity power cell"
|
||||
icon_state = "hpcell"
|
||||
maxcharge = 30000
|
||||
materials = list(MAT_GLASS=400)
|
||||
chargerate = 3000
|
||||
|
||||
/obj/item/stock_parts/cell/hyper/empty/Initialize()
|
||||
. = ..()
|
||||
charge = 0
|
||||
update_icon()
|
||||
|
||||
/obj/item/stock_parts/cell/bluespace
|
||||
name = "bluespace power cell"
|
||||
desc = "A rechargeable transdimensional power cell."
|
||||
icon_state = "bscell"
|
||||
maxcharge = 40000
|
||||
materials = list(MAT_GLASS=600)
|
||||
chargerate = 4000
|
||||
|
||||
/obj/item/stock_parts/cell/bluespace/empty/Initialize()
|
||||
. = ..()
|
||||
charge = 0
|
||||
update_icon()
|
||||
|
||||
/obj/item/stock_parts/cell/infinite
|
||||
name = "infinite-capacity power cell!"
|
||||
icon_state = "icell"
|
||||
maxcharge = 30000
|
||||
materials = list(MAT_GLASS=1000)
|
||||
rating = 100
|
||||
chargerate = 30000
|
||||
|
||||
/obj/item/stock_parts/cell/infinite/use()
|
||||
return 1
|
||||
|
||||
/obj/item/stock_parts/cell/infinite/abductor
|
||||
name = "void core"
|
||||
desc = "An alien power cell that produces energy seemingly out of nowhere."
|
||||
icon = 'icons/obj/abductor.dmi'
|
||||
icon_state = "cell"
|
||||
maxcharge = 50000
|
||||
ratingdesc = FALSE
|
||||
|
||||
/obj/item/stock_parts/cell/infinite/abductor/update_icon()
|
||||
return
|
||||
|
||||
|
||||
/obj/item/stock_parts/cell/potato
|
||||
name = "potato battery"
|
||||
desc = "A rechargeable starch based power cell."
|
||||
icon = 'icons/obj/hydroponics/harvest.dmi'
|
||||
icon_state = "potato"
|
||||
charge = 100
|
||||
maxcharge = 300
|
||||
materials = list()
|
||||
grown_battery = TRUE //it has the overlays for wires
|
||||
|
||||
/obj/item/stock_parts/cell/high/slime
|
||||
name = "charged slime core"
|
||||
desc = "A yellow slime core infused with plasma, it crackles with power."
|
||||
icon = 'icons/mob/slimes.dmi'
|
||||
icon_state = "yellow slime extract"
|
||||
materials = list()
|
||||
rating = 5 //self-recharge makes these desirable
|
||||
self_recharge = 1 // Infused slime cores self-recharge, over time
|
||||
|
||||
/obj/item/stock_parts/cell/emproof
|
||||
name = "\improper EMP-proof cell"
|
||||
desc = "An EMP-proof cell."
|
||||
maxcharge = 500
|
||||
rating = 3
|
||||
|
||||
/obj/item/stock_parts/cell/emproof/empty/Initialize()
|
||||
. = ..()
|
||||
charge = 0
|
||||
update_icon()
|
||||
|
||||
/obj/item/stock_parts/cell/emproof/empty/ComponentInitialize()
|
||||
. = ..()
|
||||
AddComponent(/datum/component/empprotection, EMP_PROTECT_SELF)
|
||||
|
||||
/obj/item/stock_parts/cell/emproof/corrupt()
|
||||
return
|
||||
|
||||
/obj/item/stock_parts/cell/beam_rifle
|
||||
name = "beam rifle capacitor"
|
||||
desc = "A high powered capacitor that can provide huge amounts of energy in an instant."
|
||||
maxcharge = 50000
|
||||
chargerate = 5000 //Extremely energy intensive
|
||||
|
||||
/obj/item/stock_parts/cell/beam_rifle/corrupt()
|
||||
return
|
||||
|
||||
/obj/item/stock_parts/cell/beam_rifle/emp_act(severity)
|
||||
. = ..()
|
||||
if(. & EMP_PROTECT_SELF)
|
||||
return
|
||||
charge = CLAMP((charge-(10000/severity)),0,maxcharge)
|
||||
|
||||
/obj/item/stock_parts/cell/emergency_light
|
||||
name = "miniature power cell"
|
||||
desc = "A tiny power cell with a very low power capacity. Used in light fixtures to power them in the event of an outage."
|
||||
maxcharge = 120 //Emergency lights use 0.2 W per tick, meaning ~10 minutes of emergency power from a cell
|
||||
materials = list(MAT_GLASS = 20)
|
||||
w_class = WEIGHT_CLASS_TINY
|
||||
|
||||
/obj/item/stock_parts/cell/emergency_light/Initialize()
|
||||
. = ..()
|
||||
var/area/A = get_area(src)
|
||||
if(!A.lightswitch || !A.light_power)
|
||||
charge = 0 //For naturally depowered areas, we start with no power
|
||||
@@ -0,0 +1,417 @@
|
||||
|
||||
//
|
||||
// Gravity Generator
|
||||
//
|
||||
|
||||
GLOBAL_LIST_EMPTY(gravity_generators) // We will keep track of this by adding new gravity generators to the list, and keying it with the z level.
|
||||
|
||||
#define POWER_IDLE 0
|
||||
#define POWER_UP 1
|
||||
#define POWER_DOWN 2
|
||||
|
||||
#define GRAV_NEEDS_SCREWDRIVER 0
|
||||
#define GRAV_NEEDS_WELDING 1
|
||||
#define GRAV_NEEDS_PLASTEEL 2
|
||||
#define GRAV_NEEDS_WRENCH 3
|
||||
|
||||
//
|
||||
// Abstract Generator
|
||||
//
|
||||
|
||||
/obj/machinery/gravity_generator
|
||||
name = "gravitational generator"
|
||||
desc = "A device which produces a graviton field when set up."
|
||||
icon = 'icons/obj/machines/gravity_generator.dmi'
|
||||
density = TRUE
|
||||
use_power = NO_POWER_USE
|
||||
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
|
||||
var/sprite_number = 0
|
||||
|
||||
/obj/machinery/gravity_generator/safe_throw_at()
|
||||
return FALSE
|
||||
|
||||
/obj/machinery/gravity_generator/ex_act(severity, target)
|
||||
if(severity == 1) // Very sturdy.
|
||||
set_broken()
|
||||
|
||||
/obj/machinery/gravity_generator/blob_act(obj/structure/blob/B)
|
||||
if(prob(20))
|
||||
set_broken()
|
||||
|
||||
/obj/machinery/gravity_generator/tesla_act(power, tesla_flags)
|
||||
..()
|
||||
if(tesla_flags & TESLA_MACHINE_EXPLOSIVE)
|
||||
qdel(src)//like the singulo, tesla deletes it. stops it from exploding over and over
|
||||
|
||||
/obj/machinery/gravity_generator/update_icon()
|
||||
..()
|
||||
icon_state = "[get_status()]_[sprite_number]"
|
||||
|
||||
/obj/machinery/gravity_generator/proc/get_status()
|
||||
return "off"
|
||||
|
||||
// You aren't allowed to move.
|
||||
/obj/machinery/gravity_generator/Move()
|
||||
. = ..()
|
||||
qdel(src)
|
||||
|
||||
/obj/machinery/gravity_generator/proc/set_broken()
|
||||
stat |= BROKEN
|
||||
|
||||
/obj/machinery/gravity_generator/proc/set_fix()
|
||||
stat &= ~BROKEN
|
||||
|
||||
/obj/machinery/gravity_generator/part/Destroy()
|
||||
if(main_part)
|
||||
qdel(main_part)
|
||||
set_broken()
|
||||
return ..()
|
||||
|
||||
//
|
||||
// Part generator which is mostly there for looks
|
||||
//
|
||||
|
||||
/obj/machinery/gravity_generator/part
|
||||
var/obj/machinery/gravity_generator/main/main_part = null
|
||||
|
||||
/obj/machinery/gravity_generator/part/attackby(obj/item/I, mob/user, params)
|
||||
return main_part.attackby(I, user)
|
||||
|
||||
/obj/machinery/gravity_generator/part/get_status()
|
||||
return main_part.get_status()
|
||||
|
||||
/obj/machinery/gravity_generator/part/attack_hand(mob/user)
|
||||
return main_part.attack_hand(user)
|
||||
|
||||
/obj/machinery/gravity_generator/part/set_broken()
|
||||
..()
|
||||
if(main_part && !(main_part.stat & BROKEN))
|
||||
main_part.set_broken()
|
||||
|
||||
//
|
||||
// Generator which spawns with the station.
|
||||
//
|
||||
|
||||
/obj/machinery/gravity_generator/main/station/Initialize()
|
||||
. = ..()
|
||||
setup_parts()
|
||||
middle.add_overlay("activated")
|
||||
update_list()
|
||||
|
||||
//
|
||||
// Generator an admin can spawn
|
||||
//
|
||||
/obj/machinery/gravity_generator/main/station/admin
|
||||
use_power = NO_POWER_USE
|
||||
|
||||
//
|
||||
// Main Generator with the main code
|
||||
//
|
||||
|
||||
/obj/machinery/gravity_generator/main
|
||||
icon_state = "on_8"
|
||||
idle_power_usage = 0
|
||||
active_power_usage = 3000
|
||||
power_channel = ENVIRON
|
||||
sprite_number = 8
|
||||
use_power = IDLE_POWER_USE
|
||||
interaction_flags_machine = INTERACT_MACHINE_ALLOW_SILICON | INTERACT_MACHINE_OFFLINE
|
||||
var/on = TRUE
|
||||
var/breaker = TRUE
|
||||
var/list/parts = list()
|
||||
var/obj/middle = null
|
||||
var/charging_state = POWER_IDLE
|
||||
var/charge_count = 100
|
||||
var/current_overlay = null
|
||||
var/broken_state = 0
|
||||
var/setting = 1 //Gravity value when on
|
||||
|
||||
/obj/machinery/gravity_generator/main/Destroy() // If we somehow get deleted, remove all of our other parts.
|
||||
investigate_log("was destroyed!", INVESTIGATE_GRAVITY)
|
||||
on = FALSE
|
||||
update_list()
|
||||
for(var/obj/machinery/gravity_generator/part/O in parts)
|
||||
O.main_part = null
|
||||
if(!QDESTROYING(O))
|
||||
qdel(O)
|
||||
return ..()
|
||||
|
||||
/obj/machinery/gravity_generator/main/proc/setup_parts()
|
||||
var/turf/our_turf = get_turf(src)
|
||||
// 9x9 block obtained from the bottom middle of the block
|
||||
var/list/spawn_turfs = block(locate(our_turf.x - 1, our_turf.y + 2, our_turf.z), locate(our_turf.x + 1, our_turf.y, our_turf.z))
|
||||
var/count = 10
|
||||
for(var/turf/T in spawn_turfs)
|
||||
count--
|
||||
if(T == our_turf) // Skip our turf.
|
||||
continue
|
||||
var/obj/machinery/gravity_generator/part/part = new(T)
|
||||
if(count == 5) // Middle
|
||||
middle = part
|
||||
if(count <= 3) // Their sprite is the top part of the generator
|
||||
part.density = FALSE
|
||||
part.layer = WALL_OBJ_LAYER
|
||||
part.sprite_number = count
|
||||
part.main_part = src
|
||||
parts += part
|
||||
part.update_icon()
|
||||
|
||||
/obj/machinery/gravity_generator/main/proc/connected_parts()
|
||||
return parts.len == 8
|
||||
|
||||
/obj/machinery/gravity_generator/main/set_broken()
|
||||
..()
|
||||
for(var/obj/machinery/gravity_generator/M in parts)
|
||||
if(!(M.stat & BROKEN))
|
||||
M.set_broken()
|
||||
middle.cut_overlays()
|
||||
charge_count = 0
|
||||
breaker = FALSE
|
||||
set_power()
|
||||
set_state(0)
|
||||
investigate_log("has broken down.", INVESTIGATE_GRAVITY)
|
||||
|
||||
/obj/machinery/gravity_generator/main/set_fix()
|
||||
..()
|
||||
for(var/obj/machinery/gravity_generator/M in parts)
|
||||
if(M.stat & BROKEN)
|
||||
M.set_fix()
|
||||
broken_state = FALSE
|
||||
update_icon()
|
||||
set_power()
|
||||
|
||||
// Interaction
|
||||
|
||||
// Fixing the gravity generator.
|
||||
/obj/machinery/gravity_generator/main/attackby(obj/item/I, mob/user, params)
|
||||
switch(broken_state)
|
||||
if(GRAV_NEEDS_SCREWDRIVER)
|
||||
if(istype(I, /obj/item/screwdriver))
|
||||
to_chat(user, "<span class='notice'>You secure the screws of the framework.</span>")
|
||||
I.play_tool_sound(src)
|
||||
broken_state++
|
||||
update_icon()
|
||||
return
|
||||
if(GRAV_NEEDS_WELDING)
|
||||
if(istype(I, /obj/item/weldingtool))
|
||||
if(I.use_tool(src, user, 0, volume=50, amount=1))
|
||||
to_chat(user, "<span class='notice'>You mend the damaged framework.</span>")
|
||||
broken_state++
|
||||
update_icon()
|
||||
return
|
||||
if(GRAV_NEEDS_PLASTEEL)
|
||||
if(istype(I, /obj/item/stack/sheet/plasteel))
|
||||
var/obj/item/stack/sheet/plasteel/PS = I
|
||||
if(PS.get_amount() >= 10)
|
||||
PS.use(10)
|
||||
to_chat(user, "<span class='notice'>You add the plating to the framework.</span>")
|
||||
playsound(src.loc, 'sound/machines/click.ogg', 75, 1)
|
||||
broken_state++
|
||||
update_icon()
|
||||
else
|
||||
to_chat(user, "<span class='warning'>You need 10 sheets of plasteel!</span>")
|
||||
return
|
||||
if(GRAV_NEEDS_WRENCH)
|
||||
if(istype(I, /obj/item/wrench))
|
||||
to_chat(user, "<span class='notice'>You secure the plating to the framework.</span>")
|
||||
I.play_tool_sound(src)
|
||||
set_fix()
|
||||
return
|
||||
return ..()
|
||||
|
||||
/obj/machinery/gravity_generator/main/ui_interact(mob/user)
|
||||
if(stat & BROKEN)
|
||||
return
|
||||
var/dat = "Gravity Generator Breaker: "
|
||||
if(breaker)
|
||||
dat += "<span class='linkOn'>ON</span> <A href='?src=[REF(src)];gentoggle=1'>OFF</A>"
|
||||
else
|
||||
dat += "<A href='?src=[REF(src)];gentoggle=1'>ON</A> <span class='linkOn'>OFF</span> "
|
||||
|
||||
dat += "<br>Generator Status:<br><div class='statusDisplay'>"
|
||||
if(charging_state != POWER_IDLE)
|
||||
dat += "<font class='bad'>WARNING</font> Radiation Detected. <br>[charging_state == POWER_UP ? "Charging..." : "Discharging..."]"
|
||||
else if(on)
|
||||
dat += "Powered."
|
||||
else
|
||||
dat += "Unpowered."
|
||||
|
||||
dat += "<br>Gravity Charge: [charge_count]%</div>"
|
||||
|
||||
var/datum/browser/popup = new(user, "gravgen", name)
|
||||
popup.set_content(dat)
|
||||
popup.open()
|
||||
|
||||
|
||||
/obj/machinery/gravity_generator/main/Topic(href, href_list)
|
||||
|
||||
if(..())
|
||||
return
|
||||
|
||||
if(href_list["gentoggle"])
|
||||
breaker = !breaker
|
||||
investigate_log("was toggled [breaker ? "<font color='green'>ON</font>" : "<font color='red'>OFF</font>"] by [key_name(usr)].", INVESTIGATE_GRAVITY)
|
||||
set_power()
|
||||
src.updateUsrDialog()
|
||||
|
||||
// Power and Icon States
|
||||
|
||||
/obj/machinery/gravity_generator/main/power_change()
|
||||
..()
|
||||
investigate_log("has [stat & NOPOWER ? "lost" : "regained"] power.", INVESTIGATE_GRAVITY)
|
||||
set_power()
|
||||
|
||||
/obj/machinery/gravity_generator/main/get_status()
|
||||
if(stat & BROKEN)
|
||||
return "fix[min(broken_state, 3)]"
|
||||
return on || charging_state != POWER_IDLE ? "on" : "off"
|
||||
|
||||
/obj/machinery/gravity_generator/main/update_icon()
|
||||
..()
|
||||
for(var/obj/O in parts)
|
||||
O.update_icon()
|
||||
|
||||
// Set the charging state based on power/breaker.
|
||||
/obj/machinery/gravity_generator/main/proc/set_power()
|
||||
var/new_state = FALSE
|
||||
if(stat & (NOPOWER|BROKEN) || !breaker)
|
||||
new_state = FALSE
|
||||
else if(breaker)
|
||||
new_state = TRUE
|
||||
|
||||
charging_state = new_state ? POWER_UP : POWER_DOWN // Startup sequence animation.
|
||||
investigate_log("is now [charging_state == POWER_UP ? "charging" : "discharging"].", INVESTIGATE_GRAVITY)
|
||||
update_icon()
|
||||
|
||||
// Set the state of the gravity.
|
||||
/obj/machinery/gravity_generator/main/proc/set_state(new_state)
|
||||
charging_state = POWER_IDLE
|
||||
on = new_state
|
||||
use_power = on ? ACTIVE_POWER_USE : IDLE_POWER_USE
|
||||
// Sound the alert if gravity was just enabled or disabled.
|
||||
var/alert = FALSE
|
||||
if(SSticker.IsRoundInProgress())
|
||||
if(on) // If we turned on and the game is live.
|
||||
if(gravity_in_level() == FALSE)
|
||||
alert = TRUE
|
||||
investigate_log("was brought online and is now producing gravity for this level.", INVESTIGATE_GRAVITY)
|
||||
message_admins("The gravity generator was brought online [ADMIN_VERBOSEJMP(src)]")
|
||||
else
|
||||
if(gravity_in_level() == TRUE)
|
||||
alert = TRUE
|
||||
investigate_log("was brought offline and there is now no gravity for this level.", INVESTIGATE_GRAVITY)
|
||||
message_admins("The gravity generator was brought offline with no backup generator. [ADMIN_VERBOSEJMP(src)]")
|
||||
|
||||
update_icon()
|
||||
update_list()
|
||||
src.updateUsrDialog()
|
||||
if(alert)
|
||||
shake_everyone()
|
||||
|
||||
// Charge/Discharge and turn on/off gravity when you reach 0/100 percent.
|
||||
// Also emit radiation and handle the overlays.
|
||||
/obj/machinery/gravity_generator/main/process()
|
||||
if(stat & BROKEN)
|
||||
return
|
||||
if(charging_state != POWER_IDLE)
|
||||
if(charging_state == POWER_UP && charge_count >= 100)
|
||||
set_state(1)
|
||||
else if(charging_state == POWER_DOWN && charge_count <= 0)
|
||||
set_state(0)
|
||||
else
|
||||
if(charging_state == POWER_UP)
|
||||
charge_count += 2
|
||||
else if(charging_state == POWER_DOWN)
|
||||
charge_count -= 2
|
||||
|
||||
if(charge_count % 4 == 0 && prob(75)) // Let them know it is charging/discharging.
|
||||
playsound(src.loc, 'sound/effects/empulse.ogg', 100, 1)
|
||||
|
||||
updateDialog()
|
||||
if(prob(25)) // To help stop "Your clothes feel warm." spam.
|
||||
pulse_radiation()
|
||||
|
||||
var/overlay_state = null
|
||||
switch(charge_count)
|
||||
if(0 to 20)
|
||||
overlay_state = null
|
||||
if(21 to 40)
|
||||
overlay_state = "startup"
|
||||
if(41 to 60)
|
||||
overlay_state = "idle"
|
||||
if(61 to 80)
|
||||
overlay_state = "activating"
|
||||
if(81 to 100)
|
||||
overlay_state = "activated"
|
||||
|
||||
if(overlay_state != current_overlay)
|
||||
if(middle)
|
||||
middle.cut_overlays()
|
||||
if(overlay_state)
|
||||
middle.add_overlay(overlay_state)
|
||||
current_overlay = overlay_state
|
||||
|
||||
|
||||
/obj/machinery/gravity_generator/main/proc/pulse_radiation()
|
||||
radiation_pulse(src, 200)
|
||||
|
||||
// Shake everyone on the z level to let them know that gravity was enagaged/disenagaged.
|
||||
/obj/machinery/gravity_generator/main/proc/shake_everyone()
|
||||
var/turf/T = get_turf(src)
|
||||
var/sound/alert_sound = sound('sound/effects/alert.ogg')
|
||||
for(var/i in GLOB.mob_list)
|
||||
var/mob/M = i
|
||||
if(M.z != z && !(SSmapping.level_trait(z, ZTRAITS_STATION) && SSmapping.level_trait(M.z, ZTRAITS_STATION)))
|
||||
continue
|
||||
M.update_gravity(M.mob_has_gravity())
|
||||
if(M.client)
|
||||
shake_camera(M, 15, 1)
|
||||
M.playsound_local(T, null, 100, 1, 0.5, S = alert_sound)
|
||||
|
||||
/obj/machinery/gravity_generator/main/proc/gravity_in_level()
|
||||
var/turf/T = get_turf(src)
|
||||
if(!T)
|
||||
return FALSE
|
||||
if(GLOB.gravity_generators["[T.z]"])
|
||||
return length(GLOB.gravity_generators["[T.z]"])
|
||||
return FALSE
|
||||
|
||||
/obj/machinery/gravity_generator/main/proc/update_list()
|
||||
var/turf/T = get_turf(src.loc)
|
||||
if(T)
|
||||
var/list/z_list = list()
|
||||
// Multi-Z, station gravity generator generates gravity on all ZTRAIT_STATION z-levels.
|
||||
if(SSmapping.level_trait(T.z, ZTRAIT_STATION))
|
||||
for(var/z in SSmapping.levels_by_trait(ZTRAIT_STATION))
|
||||
z_list += z
|
||||
else
|
||||
z_list += T.z
|
||||
for(var/z in z_list)
|
||||
if(!GLOB.gravity_generators["[z]"])
|
||||
GLOB.gravity_generators["[z]"] = list()
|
||||
if(on)
|
||||
GLOB.gravity_generators["[z]"] |= src
|
||||
else
|
||||
GLOB.gravity_generators["[z]"] -= src
|
||||
|
||||
/obj/machinery/gravity_generator/main/proc/change_setting(value)
|
||||
if(value != setting)
|
||||
setting = value
|
||||
shake_everyone()
|
||||
|
||||
// Misc
|
||||
|
||||
/obj/item/paper/guides/jobs/engi/gravity_gen
|
||||
name = "paper- 'Generate your own gravity!'"
|
||||
info = {"<h1>Gravity Generator Instructions For Dummies</h1>
|
||||
<p>Surprisingly, gravity isn't that hard to make! All you have to do is inject deadly radioactive minerals into a ball of
|
||||
energy and you have yourself gravity! You can turn the machine on or off when required but you must remember that the generator
|
||||
will EMIT RADIATION when charging or discharging, you can tell it is charging or discharging by the noise it makes, so please WEAR PROTECTIVE CLOTHING.</p>
|
||||
<br>
|
||||
<h3>It blew up!</h3>
|
||||
<p>Don't panic! The gravity generator was designed to be easily repaired. If, somehow, the sturdy framework did not survive then
|
||||
please proceed to panic; otherwise follow these steps.</p><ol>
|
||||
<li>Secure the screws of the framework with a screwdriver.</li>
|
||||
<li>Mend the damaged framework with a welding tool.</li>
|
||||
<li>Add additional plasteel plating.</li>
|
||||
<li>Secure the additional plating with a wrench.</li></ol>"}
|
||||
@@ -0,0 +1,827 @@
|
||||
// The lighting system
|
||||
//
|
||||
// consists of light fixtures (/obj/machinery/light) and light tube/bulb items (/obj/item/light)
|
||||
|
||||
#define LIGHT_EMERGENCY_POWER_USE 0.2 //How much power emergency lights will consume per tick
|
||||
// status values shared between lighting fixtures and items
|
||||
#define LIGHT_OK 0
|
||||
#define LIGHT_EMPTY 1
|
||||
#define LIGHT_BROKEN 2
|
||||
#define LIGHT_BURNED 3
|
||||
|
||||
|
||||
|
||||
/obj/item/wallframe/light_fixture
|
||||
name = "light fixture frame"
|
||||
desc = "Used for building lights."
|
||||
icon = 'icons/obj/lighting.dmi'
|
||||
icon_state = "tube-construct-item"
|
||||
result_path = /obj/structure/light_construct
|
||||
inverse = TRUE
|
||||
|
||||
/obj/item/wallframe/light_fixture/small
|
||||
name = "small light fixture frame"
|
||||
icon_state = "bulb-construct-item"
|
||||
result_path = /obj/structure/light_construct/small
|
||||
materials = list(MAT_METAL=MINERAL_MATERIAL_AMOUNT)
|
||||
|
||||
/obj/item/wallframe/light_fixture/try_build(turf/on_wall, user)
|
||||
if(!..())
|
||||
return
|
||||
var/area/A = get_area(user)
|
||||
if(!IS_DYNAMIC_LIGHTING(A))
|
||||
to_chat(user, "<span class='warning'>You cannot place [src] in this area!</span>")
|
||||
return
|
||||
return TRUE
|
||||
|
||||
|
||||
/obj/structure/light_construct
|
||||
name = "light fixture frame"
|
||||
desc = "A light fixture under construction."
|
||||
icon = 'icons/obj/lighting.dmi'
|
||||
icon_state = "tube-construct-stage1"
|
||||
anchored = TRUE
|
||||
layer = WALL_OBJ_LAYER
|
||||
max_integrity = 200
|
||||
armor = list("melee" = 50, "bullet" = 10, "laser" = 10, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 50)
|
||||
|
||||
var/stage = 1
|
||||
var/fixture_type = "tube"
|
||||
var/sheets_refunded = 2
|
||||
var/obj/machinery/light/newlight = null
|
||||
var/obj/item/stock_parts/cell/cell
|
||||
|
||||
var/cell_connectors = TRUE
|
||||
|
||||
/obj/structure/light_construct/Initialize(mapload, ndir, building)
|
||||
. = ..()
|
||||
if(building)
|
||||
setDir(ndir)
|
||||
|
||||
/obj/structure/light_construct/Destroy()
|
||||
QDEL_NULL(cell)
|
||||
return ..()
|
||||
|
||||
/obj/structure/light_construct/get_cell()
|
||||
return cell
|
||||
|
||||
/obj/structure/light_construct/examine(mob/user)
|
||||
..()
|
||||
switch(src.stage)
|
||||
if(1)
|
||||
to_chat(user, "It's an empty frame.")
|
||||
if(2)
|
||||
to_chat(user, "It's wired.")
|
||||
if(3)
|
||||
to_chat(user, "The casing is closed.")
|
||||
if(cell_connectors)
|
||||
if(cell)
|
||||
to_chat(user, "You see [cell] inside the casing.")
|
||||
else
|
||||
to_chat(user, "The casing has no power cell for backup power.")
|
||||
else
|
||||
to_chat(user, "<span class='danger'>This casing doesn't support power cells for backup power.</span>")
|
||||
return
|
||||
|
||||
/obj/structure/light_construct/attackby(obj/item/W, mob/user, params)
|
||||
add_fingerprint(user)
|
||||
if(istype(W, /obj/item/stock_parts/cell))
|
||||
if(!cell_connectors)
|
||||
to_chat(user, "<span class='warning'>This [name] can't support a power cell!</span>")
|
||||
return
|
||||
if(HAS_TRAIT(W, TRAIT_NODROP))
|
||||
to_chat(user, "<span class='warning'>[W] is stuck to your hand!</span>")
|
||||
return
|
||||
user.dropItemToGround(W)
|
||||
if(cell)
|
||||
user.visible_message("<span class='notice'>[user] swaps [W] out for [src]'s cell.</span>", \
|
||||
"<span class='notice'>You swap [src]'s power cells.</span>")
|
||||
cell.forceMove(drop_location())
|
||||
user.put_in_hands(cell)
|
||||
else
|
||||
user.visible_message("<span class='notice'>[user] hooks up [W] to [src].</span>", \
|
||||
"<span class='notice'>You add [W] to [src].</span>")
|
||||
playsound(src, 'sound/machines/click.ogg', 50, TRUE)
|
||||
W.forceMove(src)
|
||||
cell = W
|
||||
add_fingerprint(user)
|
||||
return
|
||||
switch(stage)
|
||||
if(1)
|
||||
if(istype(W, /obj/item/wrench))
|
||||
to_chat(usr, "<span class='notice'>You begin deconstructing [src]...</span>")
|
||||
if (W.use_tool(src, user, 30, volume=50))
|
||||
new /obj/item/stack/sheet/metal(drop_location(), sheets_refunded)
|
||||
user.visible_message("[user.name] deconstructs [src].", \
|
||||
"<span class='notice'>You deconstruct [src].</span>", "<span class='italics'>You hear a ratchet.</span>")
|
||||
playsound(src.loc, 'sound/items/deconstruct.ogg', 75, 1)
|
||||
qdel(src)
|
||||
return
|
||||
|
||||
if(istype(W, /obj/item/stack/cable_coil))
|
||||
var/obj/item/stack/cable_coil/coil = W
|
||||
if(coil.use(1))
|
||||
icon_state = "[fixture_type]-construct-stage2"
|
||||
stage = 2
|
||||
user.visible_message("[user.name] adds wires to [src].", \
|
||||
"<span class='notice'>You add wires to [src].</span>")
|
||||
else
|
||||
to_chat(user, "<span class='warning'>You need one length of cable to wire [src]!</span>")
|
||||
return
|
||||
if(2)
|
||||
if(istype(W, /obj/item/wrench))
|
||||
to_chat(usr, "<span class='warning'>You have to remove the wires first!</span>")
|
||||
return
|
||||
|
||||
if(istype(W, /obj/item/wirecutters))
|
||||
stage = 1
|
||||
icon_state = "[fixture_type]-construct-stage1"
|
||||
new /obj/item/stack/cable_coil(drop_location(), 1, "red")
|
||||
user.visible_message("[user.name] removes the wiring from [src].", \
|
||||
"<span class='notice'>You remove the wiring from [src].</span>", "<span class='italics'>You hear clicking.</span>")
|
||||
W.play_tool_sound(src, 100)
|
||||
return
|
||||
|
||||
if(istype(W, /obj/item/screwdriver))
|
||||
user.visible_message("[user.name] closes [src]'s casing.", \
|
||||
"<span class='notice'>You close [src]'s casing.</span>", "<span class='italics'>You hear screwing.</span>")
|
||||
W.play_tool_sound(src, 75)
|
||||
switch(fixture_type)
|
||||
if("tube")
|
||||
newlight = new /obj/machinery/light/built(loc)
|
||||
if("bulb")
|
||||
newlight = new /obj/machinery/light/small/built(loc)
|
||||
newlight.setDir(dir)
|
||||
transfer_fingerprints_to(newlight)
|
||||
if(cell)
|
||||
newlight.cell = cell
|
||||
cell.forceMove(newlight)
|
||||
cell = null
|
||||
qdel(src)
|
||||
return
|
||||
return ..()
|
||||
|
||||
/obj/structure/light_construct/blob_act(obj/structure/blob/B)
|
||||
if(B && B.loc == loc)
|
||||
qdel(src)
|
||||
|
||||
|
||||
/obj/structure/light_construct/deconstruct(disassembled = TRUE)
|
||||
if(!(flags_1 & NODECONSTRUCT_1))
|
||||
new /obj/item/stack/sheet/metal(loc, sheets_refunded)
|
||||
qdel(src)
|
||||
|
||||
/obj/structure/light_construct/small
|
||||
name = "small light fixture frame"
|
||||
icon_state = "bulb-construct-stage1"
|
||||
fixture_type = "bulb"
|
||||
sheets_refunded = 1
|
||||
|
||||
// the standard tube light fixture
|
||||
/obj/machinery/light
|
||||
name = "light fixture"
|
||||
icon = 'icons/obj/lighting.dmi'
|
||||
var/overlayicon = 'icons/obj/lighting_overlay.dmi'
|
||||
var/base_state = "tube" // base description and icon_state
|
||||
icon_state = "tube"
|
||||
desc = "A lighting fixture."
|
||||
layer = WALL_OBJ_LAYER
|
||||
max_integrity = 100
|
||||
use_power = ACTIVE_POWER_USE
|
||||
idle_power_usage = 2
|
||||
active_power_usage = 20
|
||||
power_channel = LIGHT //Lights are calc'd via area so they dont need to be in the machine list
|
||||
var/on = FALSE // 1 if on, 0 if off
|
||||
var/on_gs = FALSE
|
||||
var/static_power_used = 0
|
||||
var/brightness = 8 // luminosity when on, also used in power calculation
|
||||
var/bulb_power = 0.75 // basically the alpha of the emitted light source
|
||||
var/bulb_colour = "#FFEEDD" // befault colour of the light.
|
||||
var/status = LIGHT_OK // LIGHT_OK, _EMPTY, _BURNED or _BROKEN
|
||||
var/flickering = FALSE
|
||||
var/light_type = /obj/item/light/tube // the type of light item
|
||||
var/fitting = "tube"
|
||||
var/switchcount = 0 // count of number of times switched on/off
|
||||
// this is used to calc the probability the light burns out
|
||||
|
||||
var/rigged = FALSE // true if rigged to explode
|
||||
|
||||
var/obj/item/stock_parts/cell/cell
|
||||
var/start_with_cell = TRUE // if true, this fixture generates a very weak cell at roundstart
|
||||
|
||||
var/nightshift_enabled = FALSE //Currently in night shift mode?
|
||||
var/nightshift_allowed = TRUE //Set to FALSE to never let this light get switched to night mode.
|
||||
var/nightshift_brightness = 8
|
||||
var/nightshift_light_power = 0.45
|
||||
var/nightshift_light_color = "#FFDDCC"
|
||||
|
||||
var/emergency_mode = FALSE // if true, the light is in emergency mode
|
||||
var/no_emergency = FALSE // if true, this light cannot ever have an emergency mode
|
||||
var/bulb_emergency_brightness_mul = 0.25 // multiplier for this light's base brightness in emergency power mode
|
||||
var/bulb_emergency_colour = "#FF3232" // determines the colour of the light while it's in emergency mode
|
||||
var/bulb_emergency_pow_mul = 0.75 // the multiplier for determining the light's power in emergency mode
|
||||
var/bulb_emergency_pow_min = 0.5 // the minimum value for the light's power in emergency mode
|
||||
|
||||
/obj/machinery/light/broken
|
||||
status = LIGHT_BROKEN
|
||||
icon_state = "tube-broken"
|
||||
|
||||
// the smaller bulb light fixture
|
||||
|
||||
/obj/machinery/light/small
|
||||
icon_state = "bulb"
|
||||
base_state = "bulb"
|
||||
fitting = "bulb"
|
||||
brightness = 4
|
||||
bulb_colour = "#FFDDBB"
|
||||
desc = "A small lighting fixture."
|
||||
light_type = /obj/item/light/bulb
|
||||
|
||||
/obj/machinery/light/small/broken
|
||||
status = LIGHT_BROKEN
|
||||
icon_state = "bulb-broken"
|
||||
|
||||
/obj/machinery/light/Move()
|
||||
if(status != LIGHT_BROKEN)
|
||||
break_light_tube(1)
|
||||
return ..()
|
||||
|
||||
/obj/machinery/light/built
|
||||
icon_state = "tube-empty"
|
||||
start_with_cell = FALSE
|
||||
|
||||
/obj/machinery/light/built/Initialize()
|
||||
. = ..()
|
||||
status = LIGHT_EMPTY
|
||||
update(0)
|
||||
|
||||
/obj/machinery/light/small/built
|
||||
icon_state = "bulb-empty"
|
||||
|
||||
/obj/machinery/light/small/built/Initialize()
|
||||
. = ..()
|
||||
status = LIGHT_EMPTY
|
||||
update(0)
|
||||
|
||||
|
||||
|
||||
// create a new lighting fixture
|
||||
/obj/machinery/light/Initialize()
|
||||
. = ..()
|
||||
if(start_with_cell && !no_emergency)
|
||||
cell = new/obj/item/stock_parts/cell/emergency_light(src)
|
||||
spawn(2)
|
||||
switch(fitting)
|
||||
if("tube")
|
||||
brightness = 8
|
||||
if(prob(2))
|
||||
break_light_tube(1)
|
||||
if("bulb")
|
||||
brightness = 4
|
||||
if(prob(5))
|
||||
break_light_tube(1)
|
||||
spawn(1)
|
||||
update(0)
|
||||
|
||||
/obj/machinery/light/Destroy()
|
||||
var/area/A = get_area(src)
|
||||
if(A)
|
||||
on = FALSE
|
||||
// A.update_lights()
|
||||
QDEL_NULL(cell)
|
||||
return ..()
|
||||
|
||||
/obj/machinery/light/update_icon()
|
||||
cut_overlays()
|
||||
switch(status) // set icon_states
|
||||
if(LIGHT_OK)
|
||||
var/area/A = get_area(src)
|
||||
if(emergency_mode || (A && A.fire))
|
||||
icon_state = "[base_state]_emergency"
|
||||
else
|
||||
icon_state = "[base_state]"
|
||||
if(on)
|
||||
var/mutable_appearance/glowybit = mutable_appearance(overlayicon, base_state, ABOVE_LIGHTING_LAYER, ABOVE_LIGHTING_PLANE)
|
||||
glowybit.alpha = CLAMP(light_power*250, 30, 200)
|
||||
add_overlay(glowybit)
|
||||
if(LIGHT_EMPTY)
|
||||
icon_state = "[base_state]-empty"
|
||||
if(LIGHT_BURNED)
|
||||
icon_state = "[base_state]-burned"
|
||||
if(LIGHT_BROKEN)
|
||||
icon_state = "[base_state]-broken"
|
||||
return
|
||||
|
||||
// update the icon_state and luminosity of the light depending on its state
|
||||
/obj/machinery/light/proc/update(trigger = TRUE)
|
||||
switch(status)
|
||||
if(LIGHT_BROKEN,LIGHT_BURNED,LIGHT_EMPTY)
|
||||
on = FALSE
|
||||
emergency_mode = FALSE
|
||||
if(on)
|
||||
var/BR = brightness
|
||||
var/PO = bulb_power
|
||||
var/CO = bulb_colour
|
||||
if(color)
|
||||
CO = color
|
||||
var/area/A = get_area(src)
|
||||
if (A && A.fire)
|
||||
CO = bulb_emergency_colour
|
||||
else if (nightshift_enabled)
|
||||
BR = nightshift_brightness
|
||||
PO = nightshift_light_power
|
||||
CO = nightshift_light_color
|
||||
var/matching = light && BR == light.light_range && PO == light.light_power && CO == light.light_color
|
||||
if(!matching)
|
||||
switchcount++
|
||||
if(rigged)
|
||||
if(status == LIGHT_OK && trigger)
|
||||
explode()
|
||||
else if( prob( min(60, (switchcount^2)*0.01) ) )
|
||||
if(trigger)
|
||||
burn_out()
|
||||
else
|
||||
use_power = ACTIVE_POWER_USE
|
||||
set_light(BR, PO, CO)
|
||||
else if(has_emergency_power(LIGHT_EMERGENCY_POWER_USE) && !turned_off())
|
||||
use_power = IDLE_POWER_USE
|
||||
emergency_mode = TRUE
|
||||
START_PROCESSING(SSmachines, src)
|
||||
else
|
||||
use_power = IDLE_POWER_USE
|
||||
set_light(0)
|
||||
update_icon()
|
||||
|
||||
active_power_usage = (brightness * 10)
|
||||
if(on != on_gs)
|
||||
on_gs = on
|
||||
if(on)
|
||||
static_power_used = brightness * 20 //20W per unit luminosity
|
||||
addStaticPower(static_power_used, STATIC_LIGHT)
|
||||
else
|
||||
removeStaticPower(static_power_used, STATIC_LIGHT)
|
||||
|
||||
/obj/machinery/light/update_atom_colour()
|
||||
. = ..()
|
||||
update()
|
||||
|
||||
/obj/machinery/light/process()
|
||||
if (!cell)
|
||||
return PROCESS_KILL
|
||||
if(has_power())
|
||||
if (cell.charge == cell.maxcharge)
|
||||
return PROCESS_KILL
|
||||
cell.charge = min(cell.maxcharge, cell.charge + LIGHT_EMERGENCY_POWER_USE) //Recharge emergency power automatically while not using it
|
||||
if(emergency_mode && !use_emergency_power(LIGHT_EMERGENCY_POWER_USE))
|
||||
update(FALSE) //Disables emergency mode and sets the color to normal
|
||||
|
||||
/obj/machinery/light/proc/burn_out()
|
||||
if(status == LIGHT_OK)
|
||||
status = LIGHT_BURNED
|
||||
icon_state = "[base_state]-burned"
|
||||
on = FALSE
|
||||
set_light(0)
|
||||
|
||||
// attempt to set the light's on/off status
|
||||
// will not switch on if broken/burned/empty
|
||||
/obj/machinery/light/proc/seton(s)
|
||||
on = (s && status == LIGHT_OK)
|
||||
update()
|
||||
|
||||
/obj/machinery/light/get_cell()
|
||||
return cell
|
||||
|
||||
// examine verb
|
||||
/obj/machinery/light/examine(mob/user)
|
||||
..()
|
||||
switch(status)
|
||||
if(LIGHT_OK)
|
||||
to_chat(user, "It is turned [on? "on" : "off"].")
|
||||
if(LIGHT_EMPTY)
|
||||
to_chat(user, "The [fitting] has been removed.")
|
||||
if(LIGHT_BURNED)
|
||||
to_chat(user, "The [fitting] is burnt out.")
|
||||
if(LIGHT_BROKEN)
|
||||
to_chat(user, "The [fitting] has been smashed.")
|
||||
if(cell)
|
||||
to_chat(user, "Its backup power charge meter reads [round((cell.charge / cell.maxcharge) * 100, 0.1)]%.")
|
||||
|
||||
|
||||
|
||||
// attack with item - insert light (if right type), otherwise try to break the light
|
||||
|
||||
/obj/machinery/light/attackby(obj/item/W, mob/living/user, params)
|
||||
|
||||
//Light replacer code
|
||||
if(istype(W, /obj/item/lightreplacer))
|
||||
var/obj/item/lightreplacer/LR = W
|
||||
LR.ReplaceLight(src, user)
|
||||
|
||||
// attempt to insert light
|
||||
else if(istype(W, /obj/item/light))
|
||||
if(status == LIGHT_OK)
|
||||
to_chat(user, "<span class='warning'>There is a [fitting] already inserted!</span>")
|
||||
else
|
||||
src.add_fingerprint(user)
|
||||
var/obj/item/light/L = W
|
||||
if(istype(L, light_type))
|
||||
if(!user.temporarilyRemoveItemFromInventory(L))
|
||||
return
|
||||
|
||||
src.add_fingerprint(user)
|
||||
if(status != LIGHT_EMPTY)
|
||||
drop_light_tube(user)
|
||||
to_chat(user, "<span class='notice'>You replace [L].</span>")
|
||||
else
|
||||
to_chat(user, "<span class='notice'>You insert [L].</span>")
|
||||
status = L.status
|
||||
switchcount = L.switchcount
|
||||
rigged = L.rigged
|
||||
brightness = L.brightness
|
||||
on = has_power()
|
||||
update()
|
||||
|
||||
qdel(L)
|
||||
|
||||
if(on && rigged)
|
||||
explode()
|
||||
else
|
||||
to_chat(user, "<span class='warning'>This type of light requires a [fitting]!</span>")
|
||||
|
||||
// attempt to stick weapon into light socket
|
||||
else if(status == LIGHT_EMPTY)
|
||||
if(istype(W, /obj/item/screwdriver)) //If it's a screwdriver open it.
|
||||
W.play_tool_sound(src, 75)
|
||||
user.visible_message("[user.name] opens [src]'s casing.", \
|
||||
"<span class='notice'>You open [src]'s casing.</span>", "<span class='italics'>You hear a noise.</span>")
|
||||
deconstruct()
|
||||
else
|
||||
to_chat(user, "<span class='userdanger'>You stick \the [W] into the light socket!</span>")
|
||||
if(has_power() && (W.flags_1 & CONDUCT_1))
|
||||
do_sparks(3, TRUE, src)
|
||||
if (prob(75))
|
||||
electrocute_mob(user, get_area(src), src, rand(0.7,1.0), TRUE)
|
||||
else
|
||||
return ..()
|
||||
|
||||
/obj/machinery/light/deconstruct(disassembled = TRUE)
|
||||
if(!(flags_1 & NODECONSTRUCT_1))
|
||||
var/obj/structure/light_construct/newlight = null
|
||||
var/cur_stage = 2
|
||||
if(!disassembled)
|
||||
cur_stage = 1
|
||||
switch(fitting)
|
||||
if("tube")
|
||||
newlight = new /obj/structure/light_construct(src.loc)
|
||||
newlight.icon_state = "tube-construct-stage[cur_stage]"
|
||||
|
||||
if("bulb")
|
||||
newlight = new /obj/structure/light_construct/small(src.loc)
|
||||
newlight.icon_state = "bulb-construct-stage[cur_stage]"
|
||||
newlight.setDir(src.dir)
|
||||
newlight.stage = cur_stage
|
||||
if(!disassembled)
|
||||
newlight.obj_integrity = newlight.max_integrity * 0.5
|
||||
if(status != LIGHT_BROKEN)
|
||||
break_light_tube()
|
||||
if(status != LIGHT_EMPTY)
|
||||
drop_light_tube()
|
||||
new /obj/item/stack/cable_coil(loc, 1, "red")
|
||||
transfer_fingerprints_to(newlight)
|
||||
if(cell)
|
||||
newlight.cell = cell
|
||||
cell.forceMove(newlight)
|
||||
cell = null
|
||||
qdel(src)
|
||||
|
||||
/obj/machinery/light/attacked_by(obj/item/I, mob/living/user)
|
||||
..()
|
||||
if(status == LIGHT_BROKEN || status == LIGHT_EMPTY)
|
||||
if(on && (I.flags_1 & CONDUCT_1))
|
||||
if(prob(12))
|
||||
electrocute_mob(user, get_area(src), src, 0.3, TRUE)
|
||||
|
||||
/obj/machinery/light/take_damage(damage_amount, damage_type = BRUTE, damage_flag = 0, sound_effect = 1)
|
||||
. = ..()
|
||||
if(. && !QDELETED(src))
|
||||
if(prob(damage_amount * 5))
|
||||
break_light_tube()
|
||||
|
||||
|
||||
|
||||
|
||||
/obj/machinery/light/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0)
|
||||
switch(damage_type)
|
||||
if(BRUTE)
|
||||
switch(status)
|
||||
if(LIGHT_EMPTY)
|
||||
playsound(loc, 'sound/weapons/smash.ogg', 50, 1)
|
||||
if(LIGHT_BROKEN)
|
||||
playsound(loc, 'sound/effects/hit_on_shattered_glass.ogg', 90, 1)
|
||||
else
|
||||
playsound(loc, 'sound/effects/glasshit.ogg', 90, 1)
|
||||
if(BURN)
|
||||
playsound(src.loc, 'sound/items/welder.ogg', 100, 1)
|
||||
|
||||
// returns if the light has power /but/ is manually turned off
|
||||
// if a light is turned off, it won't activate emergency power
|
||||
/obj/machinery/light/proc/turned_off()
|
||||
var/area/A = get_area(src)
|
||||
return !A.lightswitch && A.power_light || flickering
|
||||
|
||||
// returns whether this light has power
|
||||
// true if area has power and lightswitch is on
|
||||
/obj/machinery/light/proc/has_power()
|
||||
var/area/A = get_area(src)
|
||||
return A.lightswitch && A.power_light
|
||||
|
||||
// returns whether this light has emergency power
|
||||
// can also return if it has access to a certain amount of that power
|
||||
/obj/machinery/light/proc/has_emergency_power(pwr)
|
||||
if(no_emergency || !cell)
|
||||
return FALSE
|
||||
if(pwr ? cell.charge >= pwr : cell.charge)
|
||||
return status == LIGHT_OK
|
||||
|
||||
// attempts to use power from the installed emergency cell, returns true if it does and false if it doesn't
|
||||
/obj/machinery/light/proc/use_emergency_power(pwr = LIGHT_EMERGENCY_POWER_USE)
|
||||
if(!has_emergency_power(pwr))
|
||||
return FALSE
|
||||
if(cell.charge > 300) //it's meant to handle 120 W, ya doofus
|
||||
visible_message("<span class='warning'>[src] short-circuits from too powerful of a power cell!</span>")
|
||||
burn_out()
|
||||
return FALSE
|
||||
cell.use(pwr)
|
||||
set_light(brightness * bulb_emergency_brightness_mul, max(bulb_emergency_pow_min, bulb_emergency_pow_mul * (cell.charge / cell.maxcharge)), bulb_emergency_colour)
|
||||
return TRUE
|
||||
|
||||
|
||||
/obj/machinery/light/proc/flicker(var/amount = rand(10, 20))
|
||||
set waitfor = 0
|
||||
if(flickering)
|
||||
return
|
||||
flickering = 1
|
||||
if(on && status == LIGHT_OK)
|
||||
for(var/i = 0; i < amount; i++)
|
||||
if(status != LIGHT_OK)
|
||||
break
|
||||
on = !on
|
||||
update(0)
|
||||
sleep(rand(5, 15))
|
||||
on = (status == LIGHT_OK)
|
||||
update(0)
|
||||
flickering = 0
|
||||
|
||||
// ai attack - make lights flicker, because why not
|
||||
|
||||
/obj/machinery/light/attack_ai(mob/user)
|
||||
no_emergency = !no_emergency
|
||||
to_chat(user, "<span class='notice'>Emergency lights for this fixture have been [no_emergency ? "disabled" : "enabled"].</span>")
|
||||
update(FALSE)
|
||||
return
|
||||
|
||||
// attack with hand - remove tube/bulb
|
||||
// if hands aren't protected and the light is on, burn the player
|
||||
|
||||
/obj/machinery/light/attack_hand(mob/living/carbon/human/user)
|
||||
. = ..()
|
||||
if(.)
|
||||
return
|
||||
user.changeNext_move(CLICK_CD_MELEE)
|
||||
add_fingerprint(user)
|
||||
|
||||
if(status == LIGHT_EMPTY)
|
||||
to_chat(user, "There is no [fitting] in this light.")
|
||||
return
|
||||
|
||||
// make it burn hands if not wearing fire-insulated gloves
|
||||
if(on)
|
||||
var/prot = 0
|
||||
var/mob/living/carbon/human/H = user
|
||||
|
||||
if(istype(H))
|
||||
|
||||
if(H.gloves)
|
||||
var/obj/item/clothing/gloves/G = H.gloves
|
||||
if(G.max_heat_protection_temperature)
|
||||
prot = (G.max_heat_protection_temperature > 360)
|
||||
else
|
||||
prot = 1
|
||||
|
||||
if(prot > 0 || HAS_TRAIT(user, TRAIT_RESISTHEAT) || HAS_TRAIT(user, TRAIT_RESISTHEATHANDS))
|
||||
to_chat(user, "<span class='notice'>You remove the light [fitting].</span>")
|
||||
else if(istype(user) && user.dna.check_mutation(TK))
|
||||
to_chat(user, "<span class='notice'>You telekinetically remove the light [fitting].</span>")
|
||||
else
|
||||
to_chat(user, "<span class='warning'>You try to remove the light [fitting], but you burn your hand on it!</span>")
|
||||
|
||||
var/obj/item/bodypart/affecting = H.get_bodypart("[(user.active_hand_index % 2 == 0) ? "r" : "l" ]_arm")
|
||||
if(affecting && affecting.receive_damage( 0, 5 )) // 5 burn damage
|
||||
H.update_damage_overlays()
|
||||
return // if burned, don't remove the light
|
||||
else
|
||||
to_chat(user, "<span class='notice'>You remove the light [fitting].</span>")
|
||||
// create a light tube/bulb item and put it in the user's hand
|
||||
drop_light_tube(user)
|
||||
|
||||
/obj/machinery/light/proc/drop_light_tube(mob/user)
|
||||
var/obj/item/light/L = new light_type()
|
||||
L.status = status
|
||||
L.rigged = rigged
|
||||
L.brightness = brightness
|
||||
|
||||
// light item inherits the switchcount, then zero it
|
||||
L.switchcount = switchcount
|
||||
switchcount = 0
|
||||
|
||||
L.update()
|
||||
L.forceMove(loc)
|
||||
|
||||
if(user) //puts it in our active hand
|
||||
L.add_fingerprint(user)
|
||||
user.put_in_active_hand(L)
|
||||
|
||||
status = LIGHT_EMPTY
|
||||
update()
|
||||
return L
|
||||
|
||||
/obj/machinery/light/attack_tk(mob/user)
|
||||
if(status == LIGHT_EMPTY)
|
||||
to_chat(user, "There is no [fitting] in this light.")
|
||||
return
|
||||
|
||||
to_chat(user, "<span class='notice'>You telekinetically remove the light [fitting].</span>")
|
||||
// create a light tube/bulb item and put it in the user's hand
|
||||
var/obj/item/light/L = drop_light_tube()
|
||||
L.attack_tk(user)
|
||||
|
||||
|
||||
// break the light and make sparks if was on
|
||||
|
||||
/obj/machinery/light/proc/break_light_tube(skip_sound_and_sparks = 0)
|
||||
if(status == LIGHT_EMPTY || status == LIGHT_BROKEN)
|
||||
return
|
||||
|
||||
if(!skip_sound_and_sparks)
|
||||
if(status == LIGHT_OK || status == LIGHT_BURNED)
|
||||
playsound(src.loc, 'sound/effects/glasshit.ogg', 75, 1)
|
||||
if(on)
|
||||
do_sparks(3, TRUE, src)
|
||||
status = LIGHT_BROKEN
|
||||
update()
|
||||
|
||||
/obj/machinery/light/proc/fix()
|
||||
if(status == LIGHT_OK)
|
||||
return
|
||||
status = LIGHT_OK
|
||||
brightness = initial(brightness)
|
||||
on = TRUE
|
||||
update()
|
||||
|
||||
/obj/machinery/light/tesla_act(power, tesla_flags)
|
||||
if(tesla_flags & TESLA_MACHINE_EXPLOSIVE)
|
||||
explosion(src,0,0,0,flame_range = 5, adminlog = 0)
|
||||
qdel(src)
|
||||
else
|
||||
return ..()
|
||||
|
||||
// called when area power state changes
|
||||
/obj/machinery/light/power_change()
|
||||
var/area/A = get_area(src)
|
||||
seton(A.lightswitch && A.power_light)
|
||||
|
||||
// called when on fire
|
||||
|
||||
/obj/machinery/light/temperature_expose(datum/gas_mixture/air, exposed_temperature, exposed_volume)
|
||||
if(prob(max(0, exposed_temperature - 673))) //0% at <400C, 100% at >500C
|
||||
break_light_tube()
|
||||
|
||||
// explode the light
|
||||
|
||||
/obj/machinery/light/proc/explode()
|
||||
set waitfor = 0
|
||||
var/turf/T = get_turf(src.loc)
|
||||
break_light_tube() // break it first to give a warning
|
||||
sleep(2)
|
||||
explosion(T, 0, 0, 2, 2)
|
||||
sleep(1)
|
||||
qdel(src)
|
||||
|
||||
// the light item
|
||||
// can be tube or bulb subtypes
|
||||
// will fit into empty /obj/machinery/light of the corresponding type
|
||||
|
||||
/obj/item/light
|
||||
icon = 'icons/obj/lighting.dmi'
|
||||
force = 2
|
||||
throwforce = 5
|
||||
w_class = WEIGHT_CLASS_TINY
|
||||
var/status = LIGHT_OK // LIGHT_OK, LIGHT_BURNED or LIGHT_BROKEN
|
||||
var/base_state
|
||||
var/switchcount = 0 // number of times switched
|
||||
materials = list(MAT_GLASS=100)
|
||||
grind_results = list("silicon" = 5, "nitrogen" = 10) //Nitrogen is used as a cheaper alternative to argon in incandescent lighbulbs
|
||||
var/rigged = 0 // true if rigged to explode
|
||||
var/brightness = 2 //how much light it gives off
|
||||
|
||||
/obj/item/light/suicide_act(mob/living/carbon/user)
|
||||
if (status == LIGHT_BROKEN)
|
||||
user.visible_message("<span class='suicide'>[user] begins to stab [user.p_them()]self with \the [src]! It looks like [user.p_theyre()] trying to commit suicide!</span>")
|
||||
return BRUTELOSS
|
||||
else
|
||||
user.visible_message("<span class='suicide'>[user] begins to eat \the [src]! It looks like [user.p_theyre()] not very bright!</span>")
|
||||
shatter()
|
||||
return BRUTELOSS
|
||||
|
||||
/obj/item/light/tube
|
||||
name = "light tube"
|
||||
desc = "A replacement light tube."
|
||||
icon_state = "ltube"
|
||||
base_state = "ltube"
|
||||
item_state = "c_tube"
|
||||
brightness = 8
|
||||
|
||||
/obj/item/light/tube/broken
|
||||
status = LIGHT_BROKEN
|
||||
|
||||
/obj/item/light/bulb
|
||||
name = "light bulb"
|
||||
desc = "A replacement light bulb."
|
||||
icon_state = "lbulb"
|
||||
base_state = "lbulb"
|
||||
item_state = "contvapour"
|
||||
lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
|
||||
righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
|
||||
brightness = 4
|
||||
|
||||
/obj/item/light/bulb/broken
|
||||
status = LIGHT_BROKEN
|
||||
|
||||
/obj/item/light/throw_impact(atom/hit_atom)
|
||||
if(!..()) //not caught by a mob
|
||||
shatter()
|
||||
|
||||
// update the icon state and description of the light
|
||||
|
||||
/obj/item/light/proc/update()
|
||||
switch(status)
|
||||
if(LIGHT_OK)
|
||||
icon_state = base_state
|
||||
desc = "A replacement [name]."
|
||||
if(LIGHT_BURNED)
|
||||
icon_state = "[base_state]-burned"
|
||||
desc = "A burnt-out [name]."
|
||||
if(LIGHT_BROKEN)
|
||||
icon_state = "[base_state]-broken"
|
||||
desc = "A broken [name]."
|
||||
|
||||
|
||||
/obj/item/light/Initialize()
|
||||
. = ..()
|
||||
update()
|
||||
|
||||
|
||||
// attack bulb/tube with object
|
||||
// if a syringe, can inject plasma to make it explode
|
||||
/obj/item/light/attackby(obj/item/I, mob/user, params)
|
||||
..()
|
||||
if(istype(I, /obj/item/reagent_containers/syringe))
|
||||
var/obj/item/reagent_containers/syringe/S = I
|
||||
|
||||
to_chat(user, "<span class='notice'>You inject the solution into \the [src].</span>")
|
||||
|
||||
if(S.reagents.has_reagent("plasma", 5))
|
||||
|
||||
rigged = 1
|
||||
|
||||
S.reagents.clear_reagents()
|
||||
else
|
||||
..()
|
||||
return
|
||||
|
||||
/obj/item/light/attack(mob/living/M, mob/living/user, def_zone)
|
||||
..()
|
||||
shatter()
|
||||
|
||||
/obj/item/light/attack_obj(obj/O, mob/living/user)
|
||||
..()
|
||||
shatter()
|
||||
|
||||
/obj/item/light/proc/shatter()
|
||||
if(status == LIGHT_OK || status == LIGHT_BURNED)
|
||||
visible_message("<span class='danger'>[src] shatters.</span>","<span class='italics'>You hear a small glass object shatter.</span>")
|
||||
status = LIGHT_BROKEN
|
||||
force = 5
|
||||
playsound(src.loc, 'sound/effects/glasshit.ogg', 75, 1)
|
||||
update()
|
||||
|
||||
|
||||
/obj/machinery/light/floor
|
||||
name = "floor light"
|
||||
icon = 'icons/obj/lighting.dmi'
|
||||
base_state = "floor" // base description and icon_state
|
||||
icon_state = "floor"
|
||||
brightness = 4
|
||||
layer = 2.5
|
||||
light_type = /obj/item/light/bulb
|
||||
fitting = "bulb"
|
||||
@@ -0,0 +1,504 @@
|
||||
//emitter construction defines
|
||||
#define EMITTER_UNWRENCHED 0
|
||||
#define EMITTER_WRENCHED 1
|
||||
#define EMITTER_WELDED 2
|
||||
|
||||
/obj/machinery/power/emitter
|
||||
name = "emitter"
|
||||
desc = "A heavy-duty industrial laser, often used in containment fields and power generation."
|
||||
icon = 'icons/obj/singularity.dmi'
|
||||
icon_state = "emitter"
|
||||
|
||||
anchored = FALSE
|
||||
density = TRUE
|
||||
req_access = list(ACCESS_ENGINE_EQUIP)
|
||||
circuit = /obj/item/circuitboard/machine/emitter
|
||||
|
||||
use_power = NO_POWER_USE
|
||||
idle_power_usage = 10
|
||||
active_power_usage = 300
|
||||
|
||||
var/icon_state_on = "emitter_+a"
|
||||
var/active = FALSE
|
||||
var/powered = FALSE
|
||||
var/fire_delay = 100
|
||||
var/maximum_fire_delay = 100
|
||||
var/minimum_fire_delay = 20
|
||||
var/last_shot = 0
|
||||
var/shot_number = 0
|
||||
var/state = EMITTER_UNWRENCHED
|
||||
var/locked = FALSE
|
||||
var/allow_switch_interact = TRUE
|
||||
|
||||
var/projectile_type = /obj/item/projectile/beam/emitter
|
||||
var/projectile_sound = 'sound/weapons/emitter.ogg'
|
||||
var/datum/effect_system/spark_spread/sparks
|
||||
|
||||
var/obj/item/gun/energy/gun
|
||||
var/list/gun_properties
|
||||
var/mode = 0
|
||||
|
||||
// The following 3 vars are mostly for the prototype
|
||||
var/manual = FALSE
|
||||
var/charge = 0
|
||||
var/last_projectile_params
|
||||
|
||||
|
||||
/obj/machinery/power/emitter/anchored
|
||||
anchored = TRUE
|
||||
|
||||
/obj/machinery/power/emitter/ctf
|
||||
name = "Energy Cannon"
|
||||
active = TRUE
|
||||
active_power_usage = FALSE
|
||||
idle_power_usage = FALSE
|
||||
locked = TRUE
|
||||
req_access_txt = "100"
|
||||
state = EMITTER_WELDED
|
||||
use_power = FALSE
|
||||
|
||||
/obj/machinery/power/emitter/Initialize()
|
||||
. = ..()
|
||||
RefreshParts()
|
||||
wires = new /datum/wires/emitter(src)
|
||||
if(state == EMITTER_WELDED && anchored)
|
||||
connect_to_network()
|
||||
|
||||
sparks = new
|
||||
sparks.attach(src)
|
||||
sparks.set_up(1, TRUE, src)
|
||||
|
||||
/obj/machinery/power/emitter/ComponentInitialize()
|
||||
. = ..()
|
||||
AddComponent(/datum/component/empprotection, EMP_PROTECT_SELF | EMP_PROTECT_WIRES)
|
||||
|
||||
/obj/machinery/power/emitter/RefreshParts()
|
||||
var/max_firedelay = 120
|
||||
var/firedelay = 120
|
||||
var/min_firedelay = 24
|
||||
var/power_usage = 350
|
||||
for(var/obj/item/stock_parts/micro_laser/L in component_parts)
|
||||
max_firedelay -= 20 * L.rating
|
||||
min_firedelay -= 4 * L.rating
|
||||
firedelay -= 20 * L.rating
|
||||
maximum_fire_delay = max_firedelay
|
||||
minimum_fire_delay = min_firedelay
|
||||
fire_delay = firedelay
|
||||
for(var/obj/item/stock_parts/manipulator/M in component_parts)
|
||||
power_usage -= 50 * M.rating
|
||||
active_power_usage = power_usage
|
||||
|
||||
/obj/machinery/power/emitter/ComponentInitialize()
|
||||
. = ..()
|
||||
AddComponent(/datum/component/simple_rotation, ROTATION_ALTCLICK | ROTATION_CLOCKWISE | ROTATION_COUNTERCLOCKWISE | ROTATION_VERBS, null, CALLBACK(src, .proc/can_be_rotated))
|
||||
|
||||
/obj/machinery/power/emitter/proc/can_be_rotated(mob/user,rotation_type)
|
||||
if (anchored)
|
||||
to_chat(user, "<span class='warning'>It is fastened to the floor!</span>")
|
||||
return FALSE
|
||||
return TRUE
|
||||
|
||||
/obj/machinery/power/emitter/Destroy()
|
||||
if(SSticker.IsRoundInProgress())
|
||||
var/turf/T = get_turf(src)
|
||||
message_admins("Emitter deleted at [ADMIN_VERBOSEJMP(T)]")
|
||||
log_game("Emitter deleted at [AREACOORD(T)]")
|
||||
investigate_log("<font color='red'>deleted</font> at [AREACOORD(T)]", INVESTIGATE_SINGULO)
|
||||
QDEL_NULL(sparks)
|
||||
return ..()
|
||||
|
||||
/obj/machinery/power/emitter/update_icon()
|
||||
if (active && powernet && avail(active_power_usage))
|
||||
icon_state = icon_state_on
|
||||
else
|
||||
icon_state = initial(icon_state)
|
||||
|
||||
|
||||
/obj/machinery/power/emitter/interact(mob/user)
|
||||
add_fingerprint(user)
|
||||
if(state == EMITTER_WELDED)
|
||||
if(!powernet)
|
||||
to_chat(user, "<span class='warning'>\The [src] isn't connected to a wire!</span>")
|
||||
return TRUE
|
||||
if(!locked && allow_switch_interact)
|
||||
if(active == TRUE)
|
||||
active = FALSE
|
||||
to_chat(user, "<span class='notice'>You turn off [src].</span>")
|
||||
else
|
||||
active = TRUE
|
||||
to_chat(user, "<span class='notice'>You turn on [src].</span>")
|
||||
shot_number = 0
|
||||
fire_delay = maximum_fire_delay
|
||||
|
||||
message_admins("Emitter turned [active ? "ON" : "OFF"] by [ADMIN_LOOKUPFLW(user)] in [ADMIN_VERBOSEJMP(src)]")
|
||||
log_game("Emitter turned [active ? "ON" : "OFF"] by [key_name(user)] in [AREACOORD(src)]")
|
||||
investigate_log("turned [active ? "<font color='green'>ON</font>" : "<font color='red'>OFF</font>"] by [key_name(user)] at [AREACOORD(src)]", INVESTIGATE_SINGULO)
|
||||
|
||||
update_icon()
|
||||
|
||||
else
|
||||
to_chat(user, "<span class='warning'>The controls are locked!</span>")
|
||||
else
|
||||
to_chat(user, "<span class='warning'>[src] needs to be firmly secured to the floor first!</span>")
|
||||
return TRUE
|
||||
|
||||
/obj/machinery/power/emitter/attack_animal(mob/living/simple_animal/M)
|
||||
if(ismegafauna(M) && anchored)
|
||||
state = EMITTER_UNWRENCHED
|
||||
anchored = FALSE
|
||||
M.visible_message("<span class='warning'>[M] rips [src] free from its moorings!</span>")
|
||||
else
|
||||
..()
|
||||
if(!anchored)
|
||||
step(src, get_dir(M, src))
|
||||
|
||||
/obj/machinery/power/emitter/process()
|
||||
if(stat & (BROKEN))
|
||||
return
|
||||
if(state != EMITTER_WELDED || (!powernet && active_power_usage))
|
||||
active = FALSE
|
||||
update_icon()
|
||||
return
|
||||
if(active == TRUE)
|
||||
if(!active_power_usage || surplus() >= active_power_usage)
|
||||
add_load(active_power_usage)
|
||||
if(!powered)
|
||||
powered = TRUE
|
||||
update_icon()
|
||||
investigate_log("regained power and turned <font color='green'>ON</font> at [AREACOORD(src)]", INVESTIGATE_SINGULO)
|
||||
else
|
||||
if(powered)
|
||||
powered = FALSE
|
||||
update_icon()
|
||||
investigate_log("lost power and turned <font color='red'>OFF</font> at [AREACOORD(src)]", INVESTIGATE_SINGULO)
|
||||
log_game("Emitter lost power in [AREACOORD(src)]")
|
||||
return
|
||||
if(charge <= 80)
|
||||
charge += 5
|
||||
if(!check_delay() || manual == TRUE)
|
||||
return FALSE
|
||||
fire_beam()
|
||||
|
||||
/obj/machinery/power/emitter/proc/check_delay()
|
||||
if((src.last_shot + src.fire_delay) <= world.time)
|
||||
return TRUE
|
||||
return FALSE
|
||||
|
||||
/obj/machinery/power/emitter/proc/fire_beam_pulse()
|
||||
if(!check_delay())
|
||||
return FALSE
|
||||
if(state != EMITTER_WELDED)
|
||||
return FALSE
|
||||
if(surplus() >= active_power_usage)
|
||||
add_load(active_power_usage)
|
||||
fire_beam()
|
||||
|
||||
/obj/machinery/power/emitter/proc/fire_beam(mob/user)
|
||||
var/obj/item/projectile/P = new projectile_type(get_turf(src))
|
||||
playsound(get_turf(src), projectile_sound, 50, TRUE)
|
||||
if(prob(35))
|
||||
sparks.start()
|
||||
P.firer = user ? user : src
|
||||
P.fired_from = src
|
||||
if(last_projectile_params)
|
||||
P.p_x = last_projectile_params[2]
|
||||
P.p_y = last_projectile_params[3]
|
||||
P.fire(last_projectile_params[1])
|
||||
else
|
||||
P.fire(dir2angle(dir))
|
||||
if(!manual)
|
||||
last_shot = world.time
|
||||
if(shot_number < 3)
|
||||
fire_delay = 20
|
||||
shot_number ++
|
||||
else
|
||||
fire_delay = rand(minimum_fire_delay,maximum_fire_delay)
|
||||
shot_number = 0
|
||||
return P
|
||||
|
||||
/obj/machinery/power/emitter/can_be_unfasten_wrench(mob/user, silent)
|
||||
if(active)
|
||||
if(!silent)
|
||||
to_chat(user, "<span class='warning'>Turn \the [src] off first!</span>")
|
||||
return FAILED_UNFASTEN
|
||||
|
||||
else if(state == EMITTER_WELDED)
|
||||
if(!silent)
|
||||
to_chat(user, "<span class='warning'>[src] is welded to the floor!</span>")
|
||||
return FAILED_UNFASTEN
|
||||
|
||||
return ..()
|
||||
|
||||
/obj/machinery/power/emitter/default_unfasten_wrench(mob/user, obj/item/I, time = 20)
|
||||
. = ..()
|
||||
if(. == SUCCESSFUL_UNFASTEN)
|
||||
if(anchored)
|
||||
state = EMITTER_WRENCHED
|
||||
else
|
||||
state = EMITTER_UNWRENCHED
|
||||
|
||||
/obj/machinery/power/emitter/wrench_act(mob/living/user, obj/item/I)
|
||||
default_unfasten_wrench(user, I)
|
||||
return TRUE
|
||||
|
||||
/obj/machinery/power/emitter/welder_act(mob/living/user, obj/item/I)
|
||||
if(active)
|
||||
to_chat(user, "Turn \the [src] off first.")
|
||||
return TRUE
|
||||
|
||||
switch(state)
|
||||
if(EMITTER_UNWRENCHED)
|
||||
to_chat(user, "<span class='warning'>The [src.name] needs to be wrenched to the floor!</span>")
|
||||
if(EMITTER_WRENCHED)
|
||||
if(!I.tool_start_check(user, amount=0))
|
||||
return TRUE
|
||||
user.visible_message("[user.name] starts to weld the [name] to the floor.", \
|
||||
"<span class='notice'>You start to weld \the [src] to the floor...</span>", \
|
||||
"<span class='italics'>You hear welding.</span>")
|
||||
if(I.use_tool(src, user, 20, volume=50))
|
||||
state = EMITTER_WELDED
|
||||
to_chat(user, "<span class='notice'>You weld \the [src] to the floor.</span>")
|
||||
connect_to_network()
|
||||
if(EMITTER_WELDED)
|
||||
if(!I.tool_start_check(user, amount=0))
|
||||
return TRUE
|
||||
user.visible_message("[user.name] starts to cut the [name] free from the floor.", \
|
||||
"<span class='notice'>You start to cut \the [src] free from the floor...</span>", \
|
||||
"<span class='italics'>You hear welding.</span>")
|
||||
if(I.use_tool(src, user, 20, volume=50))
|
||||
state = EMITTER_WRENCHED
|
||||
to_chat(user, "<span class='notice'>You cut \the [src] free from the floor.</span>")
|
||||
disconnect_from_network()
|
||||
|
||||
return TRUE
|
||||
|
||||
/obj/machinery/power/emitter/crowbar_act(mob/living/user, obj/item/I)
|
||||
if(panel_open && gun)
|
||||
return remove_gun(user)
|
||||
default_deconstruction_crowbar(I)
|
||||
return TRUE
|
||||
|
||||
/obj/machinery/power/emitter/screwdriver_act(mob/living/user, obj/item/I)
|
||||
if(..())
|
||||
return TRUE
|
||||
default_deconstruction_screwdriver(user, "emitter_open", "emitter", I)
|
||||
return TRUE
|
||||
|
||||
|
||||
/obj/machinery/power/emitter/attackby(obj/item/I, mob/user, params)
|
||||
if(I.GetID())
|
||||
if(obj_flags & EMAGGED)
|
||||
to_chat(user, "<span class='warning'>The lock seems to be broken!</span>")
|
||||
return
|
||||
if(allowed(user))
|
||||
if(active)
|
||||
locked = !locked
|
||||
to_chat(user, "<span class='notice'>You [src.locked ? "lock" : "unlock"] the controls.</span>")
|
||||
else
|
||||
to_chat(user, "<span class='warning'>The controls can only be locked when \the [src] is online!</span>")
|
||||
else
|
||||
to_chat(user, "<span class='danger'>Access denied.</span>")
|
||||
return
|
||||
|
||||
else if(is_wire_tool(I) && panel_open)
|
||||
wires.interact(user)
|
||||
return
|
||||
else if(panel_open && !gun && istype(I,/obj/item/gun/energy))
|
||||
if(integrate(I,user))
|
||||
return
|
||||
return ..()
|
||||
|
||||
/obj/machinery/power/emitter/proc/integrate(obj/item/gun/energy/E,mob/user)
|
||||
if(istype(E, /obj/item/gun/energy))
|
||||
if(!user.transferItemToLoc(E, src))
|
||||
return
|
||||
gun = E
|
||||
gun_properties = gun.get_turret_properties()
|
||||
set_projectile()
|
||||
return TRUE
|
||||
|
||||
/obj/machinery/power/emitter/proc/remove_gun(mob/user)
|
||||
if(!gun)
|
||||
return
|
||||
user.put_in_hands(gun)
|
||||
gun = null
|
||||
playsound(src, 'sound/items/deconstruct.ogg', 50, 1)
|
||||
gun_properties = list()
|
||||
set_projectile()
|
||||
return TRUE
|
||||
|
||||
/obj/machinery/power/emitter/proc/set_projectile()
|
||||
if(LAZYLEN(gun_properties))
|
||||
if(mode || !gun_properties["lethal_projectile"])
|
||||
projectile_type = gun_properties["stun_projectile"]
|
||||
projectile_sound = gun_properties["stun_projectile_sound"]
|
||||
else
|
||||
projectile_type = gun_properties["lethal_projectile"]
|
||||
projectile_sound = gun_properties["lethal_projectile_sound"]
|
||||
return
|
||||
projectile_type = initial(projectile_type)
|
||||
projectile_sound = initial(projectile_sound)
|
||||
|
||||
/obj/machinery/power/emitter/emag_act(mob/user)
|
||||
. = ..()
|
||||
if(obj_flags & EMAGGED)
|
||||
return
|
||||
locked = FALSE
|
||||
obj_flags |= EMAGGED
|
||||
user?.visible_message("[user.name] emags [src].","<span class='notice'>You short out the lock.</span>")
|
||||
return TRUE
|
||||
|
||||
|
||||
/obj/machinery/power/emitter/prototype
|
||||
name = "Prototype Emitter"
|
||||
icon = 'icons/obj/turrets.dmi'
|
||||
icon_state = "protoemitter"
|
||||
icon_state_on = "protoemitter_+a"
|
||||
can_buckle = TRUE
|
||||
buckle_lying = FALSE
|
||||
var/view_range = 12
|
||||
var/datum/action/innate/protoemitter/firing/auto
|
||||
|
||||
//BUCKLE HOOKS
|
||||
|
||||
/obj/machinery/power/emitter/prototype/unbuckle_mob(mob/living/buckled_mob,force = 0)
|
||||
playsound(src,'sound/mecha/mechmove01.ogg', 50, TRUE)
|
||||
manual = FALSE
|
||||
for(var/obj/item/I in buckled_mob.held_items)
|
||||
if(istype(I, /obj/item/turret_control))
|
||||
qdel(I)
|
||||
if(istype(buckled_mob))
|
||||
buckled_mob.pixel_x = 0
|
||||
buckled_mob.pixel_y = 0
|
||||
if(buckled_mob.client)
|
||||
buckled_mob.client.change_view(CONFIG_GET(string/default_view))
|
||||
auto.Remove(buckled_mob)
|
||||
. = ..()
|
||||
|
||||
/obj/machinery/power/emitter/prototype/user_buckle_mob(mob/living/M, mob/living/carbon/user)
|
||||
if(user.incapacitated() || !istype(user))
|
||||
return
|
||||
for(var/atom/movable/A in get_turf(src))
|
||||
if(A.density && (A != src && A != M))
|
||||
return
|
||||
M.forceMove(get_turf(src))
|
||||
..()
|
||||
playsound(src,'sound/mecha/mechmove01.ogg', 50, TRUE)
|
||||
M.pixel_y = 14
|
||||
layer = 4.1
|
||||
if(M.client)
|
||||
M.client.change_view(view_range)
|
||||
if(!auto)
|
||||
auto = new()
|
||||
auto.Grant(M, src)
|
||||
|
||||
/datum/action/innate/protoemitter
|
||||
check_flags = AB_CHECK_RESTRAINED | AB_CHECK_STUN | AB_CHECK_CONSCIOUS
|
||||
var/obj/machinery/power/emitter/prototype/PE
|
||||
var/mob/living/carbon/U
|
||||
|
||||
|
||||
/datum/action/innate/protoemitter/Grant(mob/living/carbon/L, obj/machinery/power/emitter/prototype/proto)
|
||||
PE = proto
|
||||
U = L
|
||||
. = ..()
|
||||
|
||||
/datum/action/innate/protoemitter/firing
|
||||
name = "Switch to Manual Firing"
|
||||
desc = "The emitter will only fire on your command and at your designated target"
|
||||
button_icon_state = "mech_zoom_on"
|
||||
|
||||
/datum/action/innate/protoemitter/firing/Activate()
|
||||
if(PE.manual)
|
||||
playsound(PE,'sound/mecha/mechmove01.ogg', 50, TRUE)
|
||||
PE.manual = FALSE
|
||||
name = "Switch to Manual Firing"
|
||||
desc = "The emitter will only fire on your command and at your designated target"
|
||||
button_icon_state = "mech_zoom_on"
|
||||
for(var/obj/item/I in U.held_items)
|
||||
if(istype(I, /obj/item/turret_control))
|
||||
qdel(I)
|
||||
UpdateButtonIcon()
|
||||
return
|
||||
else
|
||||
playsound(PE,'sound/mecha/mechmove01.ogg', 50, TRUE)
|
||||
name = "Switch to Automatic Firing"
|
||||
desc = "Emitters will switch to periodic firing at your last target"
|
||||
button_icon_state = "mech_zoom_off"
|
||||
PE.manual = TRUE
|
||||
for(var/V in U.held_items)
|
||||
var/obj/item/I = V
|
||||
if(istype(I))
|
||||
if(U.dropItemToGround(I))
|
||||
var/obj/item/turret_control/TC = new /obj/item/turret_control()
|
||||
U.put_in_hands(TC)
|
||||
else //Entries in the list should only ever be items or null, so if it's not an item, we can assume it's an empty hand
|
||||
var/obj/item/turret_control/TC = new /obj/item/turret_control()
|
||||
U.put_in_hands(TC)
|
||||
UpdateButtonIcon()
|
||||
|
||||
|
||||
/obj/item/turret_control
|
||||
name = "turret controls"
|
||||
icon_state = "offhand"
|
||||
w_class = WEIGHT_CLASS_HUGE
|
||||
item_flags = ABSTRACT | NOBLUDGEON
|
||||
resistance_flags = FIRE_PROOF | UNACIDABLE | ACID_PROOF
|
||||
var/delay = 0
|
||||
|
||||
/obj/item/turret_control/Initialize()
|
||||
. = ..()
|
||||
ADD_TRAIT(src, TRAIT_NODROP, ABSTRACT_ITEM_TRAIT)
|
||||
|
||||
/obj/item/turret_control/afterattack(atom/targeted_atom, mob/user, proxflag, clickparams)
|
||||
. = ..()
|
||||
var/obj/machinery/power/emitter/E = user.buckled
|
||||
E.setDir(get_dir(E,targeted_atom))
|
||||
user.setDir(E.dir)
|
||||
switch(E.dir)
|
||||
if(NORTH)
|
||||
E.layer = 3.9
|
||||
user.pixel_x = 0
|
||||
user.pixel_y = -14
|
||||
if(NORTHEAST)
|
||||
E.layer = 3.9
|
||||
user.pixel_x = -8
|
||||
user.pixel_y = -12
|
||||
if(EAST)
|
||||
E.layer = 4.1
|
||||
user.pixel_x = -14
|
||||
user.pixel_y = 0
|
||||
if(SOUTHEAST)
|
||||
E.layer = 3.9
|
||||
user.pixel_x = -8
|
||||
user.pixel_y = 12
|
||||
if(SOUTH)
|
||||
E.layer = 4.1
|
||||
user.pixel_x = 0
|
||||
user.pixel_y = 14
|
||||
if(SOUTHWEST)
|
||||
E.layer = 3.9
|
||||
user.pixel_x = 8
|
||||
user.pixel_y = 12
|
||||
if(WEST)
|
||||
E.layer = 4.1
|
||||
user.pixel_x = 14
|
||||
user.pixel_y = 0
|
||||
if(NORTHWEST)
|
||||
E.layer = 3.9
|
||||
user.pixel_x = 8
|
||||
user.pixel_y = -12
|
||||
|
||||
E.last_projectile_params = calculate_projectile_angle_and_pixel_offsets(user, clickparams)
|
||||
|
||||
if(E.charge >= 10 && world.time > delay)
|
||||
E.charge -= 10
|
||||
E.fire_beam(user)
|
||||
delay = world.time + 10
|
||||
else if (E.charge < 10)
|
||||
playsound(src,'sound/machines/buzz-sigh.ogg', 50, TRUE)
|
||||
|
||||
|
||||
#undef EMITTER_UNWRENCHED
|
||||
#undef EMITTER_WRENCHED
|
||||
#undef EMITTER_WELDED
|
||||
@@ -0,0 +1,447 @@
|
||||
|
||||
|
||||
/obj/singularity
|
||||
name = "gravitational singularity"
|
||||
desc = "A gravitational singularity."
|
||||
icon = 'icons/obj/singularity.dmi'
|
||||
icon_state = "singularity_s1"
|
||||
anchored = TRUE
|
||||
density = TRUE
|
||||
layer = MASSIVE_OBJ_LAYER
|
||||
light_range = 6
|
||||
appearance_flags = 0
|
||||
var/current_size = 1
|
||||
var/allowed_size = 1
|
||||
var/contained = 1 //Are we going to move around?
|
||||
var/energy = 100 //How strong are we?
|
||||
var/dissipate = 1 //Do we lose energy over time?
|
||||
var/dissipate_delay = 10
|
||||
var/dissipate_track = 0
|
||||
var/dissipate_strength = 1 //How much energy do we lose?
|
||||
var/move_self = 1 //Do we move on our own?
|
||||
var/grav_pull = 4 //How many tiles out do we pull?
|
||||
var/consume_range = 0 //How many tiles out do we eat
|
||||
var/event_chance = 10 //Prob for event each tick
|
||||
var/target = null //its target. moves towards the target if it has one
|
||||
var/last_failed_movement = 0//Will not move in the same dir if it couldnt before, will help with the getting stuck on fields thing
|
||||
var/last_warning
|
||||
var/consumedSupermatter = 0 //If the singularity has eaten a supermatter shard and can go to stage six
|
||||
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF | FREEZE_PROOF
|
||||
obj_flags = CAN_BE_HIT | DANGEROUS_POSSESSION
|
||||
|
||||
/obj/singularity/Initialize(mapload, starting_energy = 50)
|
||||
//CARN: admin-alert for chuckle-fuckery.
|
||||
admin_investigate_setup()
|
||||
|
||||
src.energy = starting_energy
|
||||
. = ..()
|
||||
START_PROCESSING(SSobj, src)
|
||||
GLOB.poi_list |= src
|
||||
GLOB.singularities |= src
|
||||
for(var/obj/machinery/power/singularity_beacon/singubeacon in GLOB.machines)
|
||||
if(singubeacon.active)
|
||||
target = singubeacon
|
||||
break
|
||||
return
|
||||
|
||||
/obj/singularity/Destroy()
|
||||
STOP_PROCESSING(SSobj, src)
|
||||
GLOB.poi_list.Remove(src)
|
||||
GLOB.singularities.Remove(src)
|
||||
return ..()
|
||||
|
||||
/obj/singularity/Move(atom/newloc, direct)
|
||||
if(current_size >= STAGE_FIVE || check_turfs_in(direct))
|
||||
last_failed_movement = 0//Reset this because we moved
|
||||
return ..()
|
||||
else
|
||||
last_failed_movement = direct
|
||||
return 0
|
||||
|
||||
/obj/singularity/attack_hand(mob/user)
|
||||
consume(user)
|
||||
return TRUE
|
||||
|
||||
/obj/singularity/attack_paw(mob/user)
|
||||
consume(user)
|
||||
|
||||
/obj/singularity/attack_alien(mob/user)
|
||||
consume(user)
|
||||
|
||||
/obj/singularity/attack_animal(mob/user)
|
||||
consume(user)
|
||||
|
||||
/obj/singularity/attackby(obj/item/W, mob/user, params)
|
||||
consume(user)
|
||||
return 1
|
||||
|
||||
/obj/singularity/Process_Spacemove() //The singularity stops drifting for no man!
|
||||
return 0
|
||||
|
||||
/obj/singularity/blob_act(obj/structure/blob/B)
|
||||
return
|
||||
|
||||
/obj/singularity/attack_tk(mob/user)
|
||||
if(iscarbon(user))
|
||||
var/mob/living/carbon/C = user
|
||||
log_game("[key_name(C)] has been disintegrated by attempting to telekenetically grab a singularity.</span>")
|
||||
C.visible_message("<span class='danger'>[C]'s head begins to collapse in on itself!</span>", "<span class='userdanger'>Your head feels like it's collapsing in on itself! This was really not a good idea!</span>", "<span class='italics'>You hear something crack and explode in gore.</span>")
|
||||
for(var/i in 1 to 3)
|
||||
C.apply_damage(30, BRUTE, BODY_ZONE_HEAD)
|
||||
C.spawn_gibs()
|
||||
sleep(1)
|
||||
var/obj/item/bodypart/head/rip_u = C.get_bodypart(BODY_ZONE_HEAD)
|
||||
rip_u.dismember(BURN) //nice try jedi
|
||||
qdel(rip_u)
|
||||
return
|
||||
return ..()
|
||||
|
||||
/obj/singularity/ex_act(severity, target)
|
||||
switch(severity)
|
||||
if(1)
|
||||
if(current_size <= STAGE_TWO)
|
||||
investigate_log("has been destroyed by a heavy explosion.", INVESTIGATE_SINGULO)
|
||||
qdel(src)
|
||||
return
|
||||
else
|
||||
energy -= round(((energy+1)/2),1)
|
||||
if(2)
|
||||
energy -= round(((energy+1)/3),1)
|
||||
if(3)
|
||||
energy -= round(((energy+1)/4),1)
|
||||
return
|
||||
|
||||
|
||||
/obj/singularity/bullet_act(obj/item/projectile/P)
|
||||
return 0 //Will there be an impact? Who knows. Will we see it? No.
|
||||
|
||||
|
||||
/obj/singularity/Bump(atom/A)
|
||||
consume(A)
|
||||
return
|
||||
|
||||
|
||||
/obj/singularity/Bumped(atom/movable/AM)
|
||||
consume(AM)
|
||||
|
||||
|
||||
/obj/singularity/process()
|
||||
if(current_size >= STAGE_TWO)
|
||||
move()
|
||||
radiation_pulse(src, min(5000, (energy*4.5)+1000), RAD_DISTANCE_COEFFICIENT*0.5)
|
||||
if(prob(event_chance))//Chance for it to run a special event TODO:Come up with one or two more that fit
|
||||
event()
|
||||
eat()
|
||||
dissipate()
|
||||
check_energy()
|
||||
|
||||
return
|
||||
|
||||
|
||||
/obj/singularity/attack_ai() //to prevent ais from gibbing themselves when they click on one.
|
||||
return
|
||||
|
||||
|
||||
/obj/singularity/proc/admin_investigate_setup()
|
||||
var/turf/T = get_turf(src)
|
||||
last_warning = world.time
|
||||
var/count = locate(/obj/machinery/field/containment) in urange(30, src, 1)
|
||||
if(!count)
|
||||
message_admins("A singulo has been created without containment fields active at [ADMIN_VERBOSEJMP(T)].")
|
||||
investigate_log("was created at [AREACOORD(T)]. [count?"":"<font color='red'>No containment fields were active</font>"]", INVESTIGATE_SINGULO)
|
||||
|
||||
/obj/singularity/proc/dissipate()
|
||||
if(!dissipate)
|
||||
return
|
||||
if(dissipate_track >= dissipate_delay)
|
||||
src.energy -= dissipate_strength
|
||||
dissipate_track = 0
|
||||
else
|
||||
dissipate_track++
|
||||
|
||||
|
||||
/obj/singularity/proc/expand(force_size = 0)
|
||||
var/temp_allowed_size = src.allowed_size
|
||||
if(force_size)
|
||||
temp_allowed_size = force_size
|
||||
if(temp_allowed_size >= STAGE_SIX && !consumedSupermatter)
|
||||
temp_allowed_size = STAGE_FIVE
|
||||
switch(temp_allowed_size)
|
||||
if(STAGE_ONE)
|
||||
current_size = STAGE_ONE
|
||||
icon = 'icons/obj/singularity.dmi'
|
||||
icon_state = "singularity_s1"
|
||||
pixel_x = 0
|
||||
pixel_y = 0
|
||||
grav_pull = 4
|
||||
consume_range = 0
|
||||
dissipate_delay = 10
|
||||
dissipate_track = 0
|
||||
dissipate_strength = 1
|
||||
if(STAGE_TWO)
|
||||
if(check_cardinals_range(1, TRUE))
|
||||
current_size = STAGE_TWO
|
||||
icon = 'icons/effects/96x96.dmi'
|
||||
icon_state = "singularity_s3"
|
||||
pixel_x = -32
|
||||
pixel_y = -32
|
||||
grav_pull = 6
|
||||
consume_range = 1
|
||||
dissipate_delay = 5
|
||||
dissipate_track = 0
|
||||
dissipate_strength = 5
|
||||
if(STAGE_THREE)
|
||||
if(check_cardinals_range(2, TRUE))
|
||||
current_size = STAGE_THREE
|
||||
icon = 'icons/effects/160x160.dmi'
|
||||
icon_state = "singularity_s5"
|
||||
pixel_x = -64
|
||||
pixel_y = -64
|
||||
grav_pull = 8
|
||||
consume_range = 2
|
||||
dissipate_delay = 4
|
||||
dissipate_track = 0
|
||||
dissipate_strength = 20
|
||||
if(STAGE_FOUR)
|
||||
if(check_cardinals_range(3, TRUE))
|
||||
current_size = STAGE_FOUR
|
||||
icon = 'icons/effects/224x224.dmi'
|
||||
icon_state = "singularity_s7"
|
||||
pixel_x = -96
|
||||
pixel_y = -96
|
||||
grav_pull = 10
|
||||
consume_range = 3
|
||||
dissipate_delay = 10
|
||||
dissipate_track = 0
|
||||
dissipate_strength = 10
|
||||
if(STAGE_FIVE)//this one also lacks a check for gens because it eats everything
|
||||
current_size = STAGE_FIVE
|
||||
icon = 'icons/effects/288x288.dmi'
|
||||
icon_state = "singularity_s9"
|
||||
pixel_x = -128
|
||||
pixel_y = -128
|
||||
grav_pull = 10
|
||||
consume_range = 4
|
||||
dissipate = 0 //It cant go smaller due to e loss
|
||||
if(STAGE_SIX) //This only happens if a stage 5 singulo consumes a supermatter shard.
|
||||
current_size = STAGE_SIX
|
||||
icon = 'icons/effects/352x352.dmi'
|
||||
icon_state = "singularity_s11"
|
||||
pixel_x = -160
|
||||
pixel_y = -160
|
||||
grav_pull = 15
|
||||
consume_range = 5
|
||||
dissipate = 0
|
||||
if(current_size == allowed_size)
|
||||
investigate_log("<font color='red'>grew to size [current_size]</font>", INVESTIGATE_SINGULO)
|
||||
return 1
|
||||
else if(current_size < (--temp_allowed_size))
|
||||
expand(temp_allowed_size)
|
||||
else
|
||||
return 0
|
||||
|
||||
|
||||
/obj/singularity/proc/check_energy()
|
||||
if(energy <= 0)
|
||||
investigate_log("collapsed.", INVESTIGATE_SINGULO)
|
||||
qdel(src)
|
||||
return 0
|
||||
switch(energy)//Some of these numbers might need to be changed up later -Mport
|
||||
if(1 to 199)
|
||||
allowed_size = STAGE_ONE
|
||||
if(200 to 499)
|
||||
allowed_size = STAGE_TWO
|
||||
if(500 to 999)
|
||||
allowed_size = STAGE_THREE
|
||||
if(1000 to 1999)
|
||||
allowed_size = STAGE_FOUR
|
||||
if(2000 to INFINITY)
|
||||
if(energy >= 3000 && consumedSupermatter)
|
||||
allowed_size = STAGE_SIX
|
||||
else
|
||||
allowed_size = STAGE_FIVE
|
||||
if(current_size != allowed_size)
|
||||
expand()
|
||||
return 1
|
||||
|
||||
|
||||
/obj/singularity/proc/eat()
|
||||
for(var/tile in spiral_range_turfs(grav_pull, src))
|
||||
var/turf/T = tile
|
||||
if(!T || !isturf(loc))
|
||||
continue
|
||||
if(get_dist(T, src) > consume_range)
|
||||
T.singularity_pull(src, current_size)
|
||||
else
|
||||
consume(T)
|
||||
for(var/thing in T)
|
||||
if(isturf(loc) && thing != src)
|
||||
var/atom/movable/X = thing
|
||||
if(get_dist(X, src) > consume_range)
|
||||
X.singularity_pull(src, current_size)
|
||||
else
|
||||
consume(X)
|
||||
CHECK_TICK
|
||||
return
|
||||
|
||||
|
||||
/obj/singularity/proc/consume(atom/A)
|
||||
var/gain = A.singularity_act(current_size, src)
|
||||
src.energy += gain
|
||||
if(istype(A, /obj/machinery/power/supermatter_crystal) && !consumedSupermatter)
|
||||
desc = "[initial(desc)] It glows fiercely with inner fire."
|
||||
name = "supermatter-charged [initial(name)]"
|
||||
consumedSupermatter = 1
|
||||
set_light(10)
|
||||
return
|
||||
|
||||
|
||||
/obj/singularity/proc/move(force_move = 0)
|
||||
if(!move_self)
|
||||
return 0
|
||||
|
||||
var/movement_dir = pick(GLOB.alldirs - last_failed_movement)
|
||||
|
||||
if(force_move)
|
||||
movement_dir = force_move
|
||||
|
||||
if(target && prob(60))
|
||||
movement_dir = get_dir(src,target) //moves to a singulo beacon, if there is one
|
||||
|
||||
step(src, movement_dir)
|
||||
|
||||
/obj/singularity/proc/check_cardinals_range(steps, retry_with_move = FALSE)
|
||||
. = length(GLOB.cardinals) //Should be 4.
|
||||
for(var/i in GLOB.cardinals)
|
||||
. -= check_turfs_in(i, steps) //-1 for each working direction
|
||||
if(. && retry_with_move) //If there's still a positive value it means it didn't pass. Retry with move if applicable
|
||||
for(var/i in GLOB.cardinals)
|
||||
if(step(src, i)) //Move in each direction.
|
||||
if(check_cardinals_range(steps, FALSE)) //New location passes, return true.
|
||||
return TRUE
|
||||
. = !.
|
||||
|
||||
/obj/singularity/proc/check_turfs_in(direction = 0, step = 0)
|
||||
if(!direction)
|
||||
return 0
|
||||
var/steps = 0
|
||||
if(!step)
|
||||
switch(current_size)
|
||||
if(STAGE_ONE)
|
||||
steps = 1
|
||||
if(STAGE_TWO)
|
||||
steps = 3//Yes this is right
|
||||
if(STAGE_THREE)
|
||||
steps = 3
|
||||
if(STAGE_FOUR)
|
||||
steps = 4
|
||||
if(STAGE_FIVE)
|
||||
steps = 5
|
||||
else
|
||||
steps = step
|
||||
var/list/turfs = list()
|
||||
var/turf/T = src.loc
|
||||
for(var/i = 1 to steps)
|
||||
T = get_step(T,direction)
|
||||
if(!isturf(T))
|
||||
return 0
|
||||
turfs.Add(T)
|
||||
var/dir2 = 0
|
||||
var/dir3 = 0
|
||||
switch(direction)
|
||||
if(NORTH||SOUTH)
|
||||
dir2 = 4
|
||||
dir3 = 8
|
||||
if(EAST||WEST)
|
||||
dir2 = 1
|
||||
dir3 = 2
|
||||
var/turf/T2 = T
|
||||
for(var/j = 1 to steps-1)
|
||||
T2 = get_step(T2,dir2)
|
||||
if(!isturf(T2))
|
||||
return 0
|
||||
turfs.Add(T2)
|
||||
for(var/k = 1 to steps-1)
|
||||
T = get_step(T,dir3)
|
||||
if(!isturf(T))
|
||||
return 0
|
||||
turfs.Add(T)
|
||||
for(var/turf/T3 in turfs)
|
||||
if(isnull(T3))
|
||||
continue
|
||||
if(!can_move(T3))
|
||||
return 0
|
||||
return 1
|
||||
|
||||
|
||||
/obj/singularity/proc/can_move(turf/T)
|
||||
if(!T)
|
||||
return 0
|
||||
if((locate(/obj/machinery/field/containment) in T)||(locate(/obj/machinery/shieldwall) in T))
|
||||
return 0
|
||||
else if(locate(/obj/machinery/field/generator) in T)
|
||||
var/obj/machinery/field/generator/G = locate(/obj/machinery/field/generator) in T
|
||||
if(G && G.active)
|
||||
return 0
|
||||
else if(locate(/obj/machinery/shieldwallgen) in T)
|
||||
var/obj/machinery/shieldwallgen/S = locate(/obj/machinery/shieldwallgen) in T
|
||||
if(S && S.active)
|
||||
return 0
|
||||
return 1
|
||||
|
||||
|
||||
/obj/singularity/proc/event()
|
||||
var/numb = rand(1,4)
|
||||
switch(numb)
|
||||
if(1)//EMP
|
||||
emp_area()
|
||||
if(2)//Stun mobs who lack optic scanners
|
||||
mezzer()
|
||||
if(3,4) //Sets all nearby mobs on fire
|
||||
if(current_size < STAGE_SIX)
|
||||
return 0
|
||||
combust_mobs()
|
||||
else
|
||||
return 0
|
||||
return 1
|
||||
|
||||
|
||||
/obj/singularity/proc/combust_mobs()
|
||||
for(var/mob/living/carbon/C in urange(20, src, 1))
|
||||
C.visible_message("<span class='warning'>[C]'s skin bursts into flame!</span>", \
|
||||
"<span class='userdanger'>You feel an inner fire as your skin bursts into flames!</span>")
|
||||
C.adjust_fire_stacks(5)
|
||||
C.IgniteMob()
|
||||
return
|
||||
|
||||
|
||||
/obj/singularity/proc/mezzer()
|
||||
for(var/mob/living/carbon/M in oviewers(8, src))
|
||||
if(isbrain(M)) //Ignore brains
|
||||
continue
|
||||
|
||||
if(M.stat == CONSCIOUS)
|
||||
if (ishuman(M))
|
||||
var/mob/living/carbon/human/H = M
|
||||
if(istype(H.glasses, /obj/item/clothing/glasses/meson))
|
||||
var/obj/item/clothing/glasses/meson/MS = H.glasses
|
||||
if(MS.vision_flags == SEE_TURFS)
|
||||
to_chat(H, "<span class='notice'>You look directly into the [src.name], good thing you had your protective eyewear on!</span>")
|
||||
return
|
||||
|
||||
M.apply_effect(60, EFFECT_STUN)
|
||||
M.visible_message("<span class='danger'>[M] stares blankly at the [src.name]!</span>", \
|
||||
"<span class='userdanger'>You look directly into the [src.name] and feel weak.</span>")
|
||||
return
|
||||
|
||||
|
||||
/obj/singularity/proc/emp_area()
|
||||
empulse(src, 8, 10)
|
||||
return
|
||||
|
||||
/obj/singularity/singularity_act()
|
||||
var/gain = (energy/2)
|
||||
var/dist = max((current_size - 2),1)
|
||||
explosion(src.loc,(dist),(dist*2),(dist*4))
|
||||
qdel(src)
|
||||
return(gain)
|
||||
@@ -0,0 +1,827 @@
|
||||
//Ported from /vg/station13, which was in turn forked from baystation12;
|
||||
//Please do not bother them with bugs from this port, however, as it has been modified quite a bit.
|
||||
//Modifications include removing the world-ending full supermatter variation, and leaving only the shard.
|
||||
|
||||
#define PLASMA_HEAT_PENALTY 15 // Higher == Bigger heat and waste penalty from having the crystal surrounded by this gas. Negative numbers reduce penalty.
|
||||
#define OXYGEN_HEAT_PENALTY 1
|
||||
#define CO2_HEAT_PENALTY 0.1
|
||||
#define PLUOXIUM_HEAT_PENALTY -1
|
||||
#define TRITIUM_HEAT_PENALTY 10
|
||||
#define NITROGEN_HEAT_PENALTY -1.5
|
||||
#define BZ_HEAT_PENALTY 5
|
||||
|
||||
#define OXYGEN_TRANSMIT_MODIFIER 1.5 //Higher == Bigger bonus to power generation.
|
||||
#define PLASMA_TRANSMIT_MODIFIER 4
|
||||
#define BZ_TRANSMIT_MODIFIER -2
|
||||
|
||||
#define TRITIUM_RADIOACTIVITY_MODIFIER 3 //Higher == Crystal spews out more radiation
|
||||
#define BZ_RADIOACTIVITY_MODIFIER 5
|
||||
#define PLUOXIUM_RADIOACTIVITY_MODIFIER -2
|
||||
|
||||
#define N2O_HEAT_RESISTANCE 6 //Higher == Gas makes the crystal more resistant against heat damage.
|
||||
#define PLUOXIUM_HEAT_RESISTANCE 3
|
||||
|
||||
#define POWERLOSS_INHIBITION_GAS_THRESHOLD 0.20 //Higher == Higher percentage of inhibitor gas needed before the charge inertia chain reaction effect starts.
|
||||
#define POWERLOSS_INHIBITION_MOLE_THRESHOLD 20 //Higher == More moles of the gas are needed before the charge inertia chain reaction effect starts. //Scales powerloss inhibition down until this amount of moles is reached
|
||||
#define POWERLOSS_INHIBITION_MOLE_BOOST_THRESHOLD 500 //bonus powerloss inhibition boost if this amount of moles is reached
|
||||
|
||||
#define MOLE_PENALTY_THRESHOLD 1800 //Higher == Shard can absorb more moles before triggering the high mole penalties.
|
||||
#define MOLE_HEAT_PENALTY 350 //Heat damage scales around this. Too hot setups with this amount of moles do regular damage, anything above and below is scaled
|
||||
#define POWER_PENALTY_THRESHOLD 5000 //Higher == Engine can generate more power before triggering the high power penalties.
|
||||
#define SEVERE_POWER_PENALTY_THRESHOLD 7000 //Same as above, but causes more dangerous effects
|
||||
#define CRITICAL_POWER_PENALTY_THRESHOLD 12000 //Even more dangerous effects, threshold for tesla delamination
|
||||
#define HEAT_PENALTY_THRESHOLD 40 //Higher == Crystal safe operational temperature is higher.
|
||||
#define DAMAGE_HARDCAP 0.002
|
||||
#define DAMAGE_INCREASE_MULTIPLIER 0.25
|
||||
|
||||
|
||||
#define THERMAL_RELEASE_MODIFIER 5 //Higher == less heat released during reaction, not to be confused with the above values
|
||||
#define PLASMA_RELEASE_MODIFIER 750 //Higher == less plasma released by reaction
|
||||
#define OXYGEN_RELEASE_MODIFIER 325 //Higher == less oxygen released at high temperature/power
|
||||
|
||||
#define REACTION_POWER_MODIFIER 0.55 //Higher == more overall power
|
||||
|
||||
#define MATTER_POWER_CONVERSION 10 //Crystal converts 1/this value of stored matter into energy.
|
||||
|
||||
//These would be what you would get at point blank, decreases with distance
|
||||
#define DETONATION_RADS 200
|
||||
#define DETONATION_HALLUCINATION 600
|
||||
|
||||
|
||||
#define WARNING_DELAY 60
|
||||
|
||||
#define HALLUCINATION_RANGE(P) (min(7, round(P ** 0.25)))
|
||||
|
||||
|
||||
#define GRAVITATIONAL_ANOMALY "gravitational_anomaly"
|
||||
#define FLUX_ANOMALY "flux_anomaly"
|
||||
#define PYRO_ANOMALY "pyro_anomaly"
|
||||
|
||||
//If integrity percent remaining is less than these values, the monitor sets off the relevant alarm.
|
||||
#define SUPERMATTER_DELAM_PERCENT 5
|
||||
#define SUPERMATTER_EMERGENCY_PERCENT 25
|
||||
#define SUPERMATTER_DANGER_PERCENT 50
|
||||
#define SUPERMATTER_WARNING_PERCENT 100
|
||||
#define CRITICAL_TEMPERATURE 10000
|
||||
|
||||
#define SUPERMATTER_COUNTDOWN_TIME 30 SECONDS
|
||||
|
||||
GLOBAL_DATUM(main_supermatter_engine, /obj/machinery/power/supermatter_crystal)
|
||||
|
||||
/obj/machinery/power/supermatter_crystal
|
||||
name = "supermatter crystal"
|
||||
desc = "A strangely translucent and iridescent crystal."
|
||||
icon = 'icons/obj/supermatter.dmi'
|
||||
icon_state = "darkmatter"
|
||||
density = TRUE
|
||||
anchored = TRUE
|
||||
var/uid = 1
|
||||
var/static/gl_uid = 1
|
||||
light_range = 4
|
||||
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF | FREEZE_PROOF
|
||||
|
||||
critical_machine = TRUE
|
||||
|
||||
var/gasefficency = 0.15
|
||||
|
||||
var/base_icon_state = "darkmatter"
|
||||
|
||||
var/final_countdown = FALSE
|
||||
|
||||
var/damage = 0
|
||||
var/damage_archived = 0
|
||||
var/safe_alert = "Crystalline hyperstructure returning to safe operating parameters."
|
||||
var/warning_point = 50
|
||||
var/warning_alert = "Danger! Crystal hyperstructure integrity faltering!"
|
||||
var/damage_penalty_point = 550
|
||||
var/emergency_point = 700
|
||||
var/emergency_alert = "CRYSTAL DELAMINATION IMMINENT."
|
||||
var/explosion_point = 900
|
||||
|
||||
var/emergency_issued = FALSE
|
||||
|
||||
var/explosion_power = 35
|
||||
var/temp_factor = 30
|
||||
|
||||
var/lastwarning = 0 // Time in 1/10th of seconds since the last sent warning
|
||||
var/power = 0
|
||||
|
||||
var/n2comp = 0 // raw composition of each gas in the chamber, ranges from 0 to 1
|
||||
|
||||
var/plasmacomp = 0
|
||||
var/o2comp = 0
|
||||
var/co2comp = 0
|
||||
var/n2ocomp = 0
|
||||
var/pluoxiumcomp = 0
|
||||
var/tritiumcomp = 0
|
||||
var/bzcomp = 0
|
||||
|
||||
var/pluoxiumbonus = 0
|
||||
|
||||
var/combined_gas = 0
|
||||
var/gasmix_power_ratio = 0
|
||||
var/dynamic_heat_modifier = 1
|
||||
var/dynamic_heat_resistance = 1
|
||||
var/powerloss_inhibitor = 1
|
||||
var/powerloss_dynamic_scaling= 0
|
||||
var/power_transmission_bonus = 0
|
||||
var/mole_heat_penalty = 0
|
||||
|
||||
|
||||
var/matter_power = 0
|
||||
|
||||
//Temporary values so that we can optimize this
|
||||
//How much the bullets damage should be multiplied by when it is added to the internal variables
|
||||
var/config_bullet_energy = 2
|
||||
//How much of the power is left after processing is finished?
|
||||
// var/config_power_reduction_per_tick = 0.5
|
||||
//How much hallucination should it produce per unit of power?
|
||||
var/config_hallucination_power = 0.1
|
||||
|
||||
var/obj/item/radio/radio
|
||||
var/radio_key = /obj/item/encryptionkey/headset_eng
|
||||
var/engineering_channel = "Engineering"
|
||||
var/common_channel = null
|
||||
|
||||
//for logging
|
||||
var/has_been_powered = FALSE
|
||||
var/has_reached_emergency = FALSE
|
||||
|
||||
// For making hugbox supermatter
|
||||
var/takes_damage = TRUE
|
||||
var/produces_gas = TRUE
|
||||
var/obj/effect/countdown/supermatter/countdown
|
||||
|
||||
var/is_main_engine = FALSE
|
||||
|
||||
var/datum/looping_sound/supermatter/soundloop
|
||||
|
||||
var/moveable = FALSE
|
||||
|
||||
/obj/machinery/power/supermatter_crystal/Initialize()
|
||||
. = ..()
|
||||
uid = gl_uid++
|
||||
SSair.atmos_machinery += src
|
||||
countdown = new(src)
|
||||
countdown.start()
|
||||
GLOB.poi_list |= src
|
||||
radio = new(src)
|
||||
radio.keyslot = new radio_key
|
||||
radio.listening = 0
|
||||
radio.recalculateChannels()
|
||||
investigate_log("has been created.", INVESTIGATE_SUPERMATTER)
|
||||
if(is_main_engine)
|
||||
GLOB.main_supermatter_engine = src
|
||||
|
||||
soundloop = new(list(src), TRUE)
|
||||
|
||||
/obj/machinery/power/supermatter_crystal/Destroy()
|
||||
investigate_log("has been destroyed.", INVESTIGATE_SUPERMATTER)
|
||||
SSair.atmos_machinery -= src
|
||||
QDEL_NULL(radio)
|
||||
GLOB.poi_list -= src
|
||||
QDEL_NULL(countdown)
|
||||
if(is_main_engine && GLOB.main_supermatter_engine == src)
|
||||
GLOB.main_supermatter_engine = null
|
||||
QDEL_NULL(soundloop)
|
||||
return ..()
|
||||
|
||||
/obj/machinery/power/supermatter_crystal/examine(mob/user)
|
||||
..()
|
||||
if(!ishuman(user))
|
||||
return
|
||||
|
||||
var/range = HALLUCINATION_RANGE(power)
|
||||
for(var/mob/living/carbon/human/H in viewers(range, src))
|
||||
if(H != user)
|
||||
continue
|
||||
if(!istype(H.glasses, /obj/item/clothing/glasses/meson))
|
||||
to_chat(H, "<span class='danger'>You get headaches just from looking at it.</span>")
|
||||
return
|
||||
|
||||
/obj/machinery/power/supermatter_crystal/proc/get_status()
|
||||
var/turf/T = get_turf(src)
|
||||
if(!T)
|
||||
return SUPERMATTER_ERROR
|
||||
var/datum/gas_mixture/air = T.return_air()
|
||||
if(!air)
|
||||
return SUPERMATTER_ERROR
|
||||
|
||||
if(get_integrity() < SUPERMATTER_DELAM_PERCENT)
|
||||
return SUPERMATTER_DELAMINATING
|
||||
|
||||
if(get_integrity() < SUPERMATTER_EMERGENCY_PERCENT)
|
||||
return SUPERMATTER_EMERGENCY
|
||||
|
||||
if(get_integrity() < SUPERMATTER_DANGER_PERCENT)
|
||||
return SUPERMATTER_DANGER
|
||||
|
||||
if((get_integrity() < SUPERMATTER_WARNING_PERCENT) || (air.temperature > CRITICAL_TEMPERATURE))
|
||||
return SUPERMATTER_WARNING
|
||||
|
||||
if(air.temperature > (CRITICAL_TEMPERATURE * 0.8))
|
||||
return SUPERMATTER_NOTIFY
|
||||
|
||||
if(power > 5)
|
||||
return SUPERMATTER_NORMAL
|
||||
return SUPERMATTER_INACTIVE
|
||||
|
||||
/obj/machinery/power/supermatter_crystal/proc/alarm()
|
||||
switch(get_status())
|
||||
if(SUPERMATTER_DELAMINATING)
|
||||
playsound(src, 'sound/misc/bloblarm.ogg', 100)
|
||||
if(SUPERMATTER_EMERGENCY)
|
||||
playsound(src, 'sound/machines/engine_alert1.ogg', 100)
|
||||
if(SUPERMATTER_DANGER)
|
||||
playsound(src, 'sound/machines/engine_alert2.ogg', 100)
|
||||
if(SUPERMATTER_WARNING)
|
||||
playsound(src, 'sound/machines/terminal_alert.ogg', 75)
|
||||
|
||||
/obj/machinery/power/supermatter_crystal/proc/get_integrity()
|
||||
var/integrity = damage / explosion_point
|
||||
integrity = round(100 - integrity * 100, 0.01)
|
||||
integrity = integrity < 0 ? 0 : integrity
|
||||
return integrity
|
||||
|
||||
/obj/machinery/power/supermatter_crystal/proc/countdown()
|
||||
set waitfor = FALSE
|
||||
|
||||
if(final_countdown) // We're already doing it go away
|
||||
return
|
||||
final_countdown = TRUE
|
||||
|
||||
var/image/causality_field = image(icon, null, "causality_field")
|
||||
add_overlay(causality_field, TRUE)
|
||||
|
||||
var/speaking = "[emergency_alert] The supermatter has reached critical integrity failure. Emergency causality destabilization field has been activated."
|
||||
radio.talk_into(src, speaking, common_channel, language = get_default_language())
|
||||
for(var/i in SUPERMATTER_COUNTDOWN_TIME to 0 step -10)
|
||||
if(damage < explosion_point) // Cutting it a bit close there engineers
|
||||
radio.talk_into(src, "[safe_alert] Failsafe has been disengaged.", common_channel)
|
||||
cut_overlay(causality_field, TRUE)
|
||||
final_countdown = FALSE
|
||||
return
|
||||
else if((i % 50) != 0 && i > 50) // A message once every 5 seconds until the final 5 seconds which count down individualy
|
||||
sleep(10)
|
||||
continue
|
||||
else if(i > 50)
|
||||
speaking = "[DisplayTimeText(i, TRUE)] remain before causality stabilization."
|
||||
else
|
||||
speaking = "[i*0.1]..."
|
||||
radio.talk_into(src, speaking, common_channel)
|
||||
sleep(10)
|
||||
|
||||
explode()
|
||||
|
||||
/obj/machinery/power/supermatter_crystal/proc/explode()
|
||||
for(var/mob in GLOB.alive_mob_list)
|
||||
var/mob/living/L = mob
|
||||
if(istype(L) && L.z == z)
|
||||
if(ishuman(mob))
|
||||
//Hilariously enough, running into a closet should make you get hit the hardest.
|
||||
var/mob/living/carbon/human/H = mob
|
||||
H.hallucination += max(50, min(300, DETONATION_HALLUCINATION * sqrt(1 / (get_dist(mob, src) + 1)) ) )
|
||||
var/rads = DETONATION_RADS * sqrt( 1 / (get_dist(L, src) + 1) )
|
||||
L.rad_act(rads)
|
||||
|
||||
var/turf/T = get_turf(src)
|
||||
for(var/mob/M in GLOB.player_list)
|
||||
if(M.z == z)
|
||||
SEND_SOUND(M, 'sound/magic/charge.ogg')
|
||||
to_chat(M, "<span class='boldannounce'>You feel reality distort for a moment...</span>")
|
||||
SEND_SIGNAL(M, COMSIG_ADD_MOOD_EVENT, "delam", /datum/mood_event/delam)
|
||||
if(combined_gas > MOLE_PENALTY_THRESHOLD)
|
||||
investigate_log("has collapsed into a singularity.", INVESTIGATE_SUPERMATTER)
|
||||
if(T)
|
||||
var/obj/singularity/S = new(T)
|
||||
S.energy = 800
|
||||
S.consume(src)
|
||||
else
|
||||
investigate_log("has exploded.", INVESTIGATE_SUPERMATTER)
|
||||
explosion(get_turf(T), explosion_power * max(gasmix_power_ratio, 0.205) * 0.5 , explosion_power * max(gasmix_power_ratio, 0.205) + 2, explosion_power * max(gasmix_power_ratio, 0.205) + 4 , explosion_power * max(gasmix_power_ratio, 0.205) + 6, 1, 1)
|
||||
if(power > POWER_PENALTY_THRESHOLD)
|
||||
investigate_log("has spawned additional energy balls.", INVESTIGATE_SUPERMATTER)
|
||||
var/obj/singularity/energy_ball/E = new(T)
|
||||
E.energy = power
|
||||
qdel(src)
|
||||
|
||||
/obj/machinery/power/supermatter_crystal/proc/consume_turf(turf/T)
|
||||
var/oldtype = T.type
|
||||
var/turf/newT = T.ScrapeAway()
|
||||
if(newT.type == oldtype)
|
||||
return
|
||||
playsound(T, 'sound/effects/supermatter.ogg', 50, 1)
|
||||
T.visible_message("<span class='danger'>[T] smacks into [src] and rapidly flashes to ash.</span>",\
|
||||
"<span class='italics'>You hear a loud crack as you are washed with a wave of heat.</span>")
|
||||
CALCULATE_ADJACENT_TURFS(T)
|
||||
|
||||
/obj/machinery/power/supermatter_crystal/process_atmos()
|
||||
var/turf/T = loc
|
||||
|
||||
if(isnull(T)) // We have a null turf...something is wrong, stop processing this entity.
|
||||
return PROCESS_KILL
|
||||
|
||||
if(!istype(T)) //We are in a crate or somewhere that isn't turf, if we return to turf resume processing but for now.
|
||||
return //Yeah just stop.
|
||||
if(istype(T, /turf/closed))
|
||||
consume_turf(T)
|
||||
|
||||
if(power)
|
||||
soundloop.volume = min(40, (round(power/100)/50)+1) // 5 +1 volume per 20 power. 2500 power is max
|
||||
|
||||
if(isclosedturf(T))
|
||||
var/turf/did_it_melt = T.Melt()
|
||||
if(!isclosedturf(did_it_melt)) //In case some joker finds way to place these on indestructible walls
|
||||
visible_message("<span class='warning'>[src] melts through [T]!</span>")
|
||||
return
|
||||
|
||||
//Ok, get the air from the turf
|
||||
var/datum/gas_mixture/env = T.return_air()
|
||||
|
||||
var/datum/gas_mixture/removed
|
||||
|
||||
if(produces_gas)
|
||||
//Remove gas from surrounding area
|
||||
removed = env.remove(gasefficency * env.total_moles())
|
||||
else
|
||||
// Pass all the gas related code an empty gas container
|
||||
removed = new()
|
||||
|
||||
damage_archived = damage
|
||||
if(!removed || !removed.total_moles() || isspaceturf(T)) //we're in space or there is no gas to process
|
||||
if(takes_damage)
|
||||
damage += max((power / 1000) * DAMAGE_INCREASE_MULTIPLIER, 0.1) // always does at least some damage
|
||||
else
|
||||
if(takes_damage)
|
||||
//causing damage
|
||||
damage = max(damage + (max(CLAMP(removed.total_moles() / 200, 0.5, 1) * removed.temperature - ((T0C + HEAT_PENALTY_THRESHOLD)*dynamic_heat_resistance), 0) * mole_heat_penalty / 150 ) * DAMAGE_INCREASE_MULTIPLIER, 0)
|
||||
damage = max(damage + (max(power - POWER_PENALTY_THRESHOLD, 0)/500) * DAMAGE_INCREASE_MULTIPLIER, 0)
|
||||
damage = max(damage + (max(combined_gas - MOLE_PENALTY_THRESHOLD, 0)/80) * DAMAGE_INCREASE_MULTIPLIER, 0)
|
||||
|
||||
//healing damage
|
||||
if(combined_gas < MOLE_PENALTY_THRESHOLD)
|
||||
damage = max(damage + (min(removed.temperature - (T0C + HEAT_PENALTY_THRESHOLD), 0) / 150 ), 0)
|
||||
|
||||
//capping damage
|
||||
damage = min(damage_archived + (DAMAGE_HARDCAP * explosion_point),damage)
|
||||
if(damage > damage_archived && prob(10))
|
||||
playsound(get_turf(src), 'sound/effects/empulse.ogg', 50, 1)
|
||||
|
||||
//calculating gas related values
|
||||
combined_gas = max(removed.total_moles(), 0)
|
||||
|
||||
plasmacomp = max(removed.gases[/datum/gas/plasma]/combined_gas, 0)
|
||||
o2comp = max(removed.gases[/datum/gas/oxygen]/combined_gas, 0)
|
||||
co2comp = max(removed.gases[/datum/gas/carbon_dioxide]/combined_gas, 0)
|
||||
pluoxiumcomp = max(removed.gases[/datum/gas/pluoxium]/combined_gas, 0)
|
||||
tritiumcomp = max(removed.gases[/datum/gas/tritium]/combined_gas, 0)
|
||||
bzcomp = max(removed.gases[/datum/gas/bz]/combined_gas, 0)
|
||||
|
||||
n2ocomp = max(removed.gases[/datum/gas/nitrous_oxide]/combined_gas, 0)
|
||||
n2comp = max(removed.gases[/datum/gas/nitrogen]/combined_gas, 0)
|
||||
|
||||
if(pluoxiumcomp >= 0.15)
|
||||
pluoxiumbonus = 1 //makes pluoxium only work at 15%+
|
||||
else
|
||||
pluoxiumbonus = 0
|
||||
|
||||
gasmix_power_ratio = min(max(plasmacomp + o2comp + co2comp + tritiumcomp + bzcomp - pluoxiumcomp - n2comp, 0), 1)
|
||||
|
||||
dynamic_heat_modifier = max((plasmacomp * PLASMA_HEAT_PENALTY) + (o2comp * OXYGEN_HEAT_PENALTY) + (co2comp * CO2_HEAT_PENALTY) + (tritiumcomp * TRITIUM_HEAT_PENALTY) + ((pluoxiumcomp * PLUOXIUM_HEAT_PENALTY) * pluoxiumbonus) + (n2comp * NITROGEN_HEAT_PENALTY) + (bzcomp * BZ_HEAT_PENALTY), 0.5)
|
||||
dynamic_heat_resistance = max((n2ocomp * N2O_HEAT_RESISTANCE) + ((pluoxiumcomp * PLUOXIUM_HEAT_RESISTANCE) * pluoxiumbonus), 1)
|
||||
|
||||
power_transmission_bonus = max((plasmacomp * PLASMA_TRANSMIT_MODIFIER) + (o2comp * OXYGEN_TRANSMIT_MODIFIER) + (bzcomp * BZ_TRANSMIT_MODIFIER), 0)
|
||||
|
||||
//more moles of gases are harder to heat than fewer, so let's scale heat damage around them
|
||||
mole_heat_penalty = max(combined_gas / MOLE_HEAT_PENALTY, 0.25)
|
||||
|
||||
if (combined_gas > POWERLOSS_INHIBITION_MOLE_THRESHOLD && co2comp > POWERLOSS_INHIBITION_GAS_THRESHOLD)
|
||||
powerloss_dynamic_scaling = CLAMP(powerloss_dynamic_scaling + CLAMP(co2comp - powerloss_dynamic_scaling, -0.02, 0.02), 0, 1)
|
||||
else
|
||||
powerloss_dynamic_scaling = CLAMP(powerloss_dynamic_scaling - 0.05,0, 1)
|
||||
powerloss_inhibitor = CLAMP(1-(powerloss_dynamic_scaling * CLAMP(combined_gas/POWERLOSS_INHIBITION_MOLE_BOOST_THRESHOLD,1 ,1.5)),0 ,1)
|
||||
|
||||
if(matter_power)
|
||||
var/removed_matter = max(matter_power/MATTER_POWER_CONVERSION, 40)
|
||||
power = max(power + removed_matter, 0)
|
||||
matter_power = max(matter_power - removed_matter, 0)
|
||||
|
||||
var/temp_factor = 50
|
||||
|
||||
if(gasmix_power_ratio > 0.8)
|
||||
// with a perfect gas mix, make the power less based on heat
|
||||
icon_state = "[base_icon_state]_glow"
|
||||
else
|
||||
// in normal mode, base the produced energy around the heat
|
||||
temp_factor = 30
|
||||
icon_state = base_icon_state
|
||||
|
||||
power = max( (removed.temperature * temp_factor / T0C) * gasmix_power_ratio + power, 0) //Total laser power plus an overload
|
||||
|
||||
if(prob(50))
|
||||
radiation_pulse(src, power * (1 + (tritiumcomp * TRITIUM_RADIOACTIVITY_MODIFIER) + ((pluoxiumcomp * PLUOXIUM_RADIOACTIVITY_MODIFIER) * pluoxiumbonus) * (power_transmission_bonus/(10-(bzcomp * BZ_RADIOACTIVITY_MODIFIER))))) // Rad Modifiers BZ(500%), Tritium(300%), and Pluoxium(-200%)
|
||||
if(bzcomp >= 0.4 && prob(30 * bzcomp))
|
||||
fire_nuclear_particle() // Start to emit radballs at a maximum of 30% chance per tick
|
||||
|
||||
var/device_energy = power * REACTION_POWER_MODIFIER
|
||||
|
||||
//To figure out how much temperature to add each tick, consider that at one atmosphere's worth
|
||||
//of pure oxygen, with all four lasers firing at standard energy and no N2 present, at room temperature
|
||||
//that the device energy is around 2140. At that stage, we don't want too much heat to be put out
|
||||
//Since the core is effectively "cold"
|
||||
|
||||
//Also keep in mind we are only adding this temperature to (efficiency)% of the one tile the rock
|
||||
//is on. An increase of 4*C @ 25% efficiency here results in an increase of 1*C / (#tilesincore) overall.
|
||||
removed.temperature += ((device_energy * dynamic_heat_modifier) / THERMAL_RELEASE_MODIFIER)
|
||||
|
||||
removed.temperature = max(0, min(removed.temperature, 2500 * dynamic_heat_modifier))
|
||||
|
||||
//Calculate how much gas to release
|
||||
removed.gases[/datum/gas/plasma] += max((device_energy * dynamic_heat_modifier) / PLASMA_RELEASE_MODIFIER, 0)
|
||||
|
||||
removed.gases[/datum/gas/oxygen] += max(((device_energy + removed.temperature * dynamic_heat_modifier) - T0C) / OXYGEN_RELEASE_MODIFIER, 0)
|
||||
|
||||
if(produces_gas)
|
||||
env.merge(removed)
|
||||
air_update_turf()
|
||||
|
||||
for(var/mob/living/carbon/human/l in view(src, HALLUCINATION_RANGE(power))) // If they can see it without mesons on. Bad on them.
|
||||
if(!istype(l.glasses, /obj/item/clothing/glasses/meson))
|
||||
var/D = sqrt(1 / max(1, get_dist(l, src)))
|
||||
l.hallucination += power * config_hallucination_power * D
|
||||
l.hallucination = CLAMP(0, 200, l.hallucination)
|
||||
|
||||
for(var/mob/living/l in range(src, round((power / 100) ** 0.25)))
|
||||
var/rads = (power / 10) * sqrt( 1 / max(get_dist(l, src),1) )
|
||||
l.rad_act(rads)
|
||||
|
||||
power -= ((power/500)**3) * powerloss_inhibitor
|
||||
|
||||
if(power > POWER_PENALTY_THRESHOLD || damage > damage_penalty_point)
|
||||
|
||||
if(power > POWER_PENALTY_THRESHOLD)
|
||||
playsound(src.loc, 'sound/weapons/emitter2.ogg', 100, 1, extrarange = 10)
|
||||
supermatter_zap(src, 5, min(power*2, 20000))
|
||||
supermatter_zap(src, 5, min(power*2, 20000))
|
||||
if(power > SEVERE_POWER_PENALTY_THRESHOLD)
|
||||
supermatter_zap(src, 5, min(power*2, 20000))
|
||||
if(power > CRITICAL_POWER_PENALTY_THRESHOLD)
|
||||
supermatter_zap(src, 5, min(power*2, 20000))
|
||||
else if (damage > damage_penalty_point && prob(20))
|
||||
playsound(src.loc, 'sound/weapons/emitter2.ogg', 100, 1, extrarange = 10)
|
||||
supermatter_zap(src, 5, CLAMP(power*2, 4000, 20000))
|
||||
|
||||
if(prob(15) && power > POWER_PENALTY_THRESHOLD)
|
||||
supermatter_pull(src, power/750)
|
||||
if(prob(5))
|
||||
supermatter_anomaly_gen(src, FLUX_ANOMALY, rand(5, 10))
|
||||
if(power > SEVERE_POWER_PENALTY_THRESHOLD && prob(5) || prob(1))
|
||||
supermatter_anomaly_gen(src, GRAVITATIONAL_ANOMALY, rand(5, 10))
|
||||
if(power > SEVERE_POWER_PENALTY_THRESHOLD && prob(2) || prob(0.3) && power > POWER_PENALTY_THRESHOLD)
|
||||
supermatter_anomaly_gen(src, PYRO_ANOMALY, rand(5, 10))
|
||||
|
||||
if(damage > warning_point) // while the core is still damaged and it's still worth noting its status
|
||||
if((REALTIMEOFDAY - lastwarning) / 10 >= WARNING_DELAY)
|
||||
alarm()
|
||||
|
||||
if(damage > emergency_point)
|
||||
radio.talk_into(src, "[emergency_alert] Integrity: [get_integrity()]%", common_channel)
|
||||
lastwarning = REALTIMEOFDAY
|
||||
if(!has_reached_emergency)
|
||||
investigate_log("has reached the emergency point for the first time.", INVESTIGATE_SUPERMATTER)
|
||||
message_admins("[src] has reached the emergency point [ADMIN_JMP(src)].")
|
||||
has_reached_emergency = TRUE
|
||||
else if(damage >= damage_archived) // The damage is still going up
|
||||
radio.talk_into(src, "[warning_alert] Integrity: [get_integrity()]%", engineering_channel)
|
||||
lastwarning = REALTIMEOFDAY - (WARNING_DELAY * 5)
|
||||
|
||||
else // Phew, we're safe
|
||||
radio.talk_into(src, "[safe_alert] Integrity: [get_integrity()]%", engineering_channel)
|
||||
lastwarning = REALTIMEOFDAY
|
||||
|
||||
if(power > POWER_PENALTY_THRESHOLD)
|
||||
radio.talk_into(src, "Warning: Hyperstructure has reached dangerous power level.", engineering_channel)
|
||||
if(powerloss_inhibitor < 0.5)
|
||||
radio.talk_into(src, "DANGER: CHARGE INERTIA CHAIN REACTION IN PROGRESS.", engineering_channel)
|
||||
|
||||
if(combined_gas > MOLE_PENALTY_THRESHOLD)
|
||||
radio.talk_into(src, "Warning: Critical coolant mass reached.", engineering_channel)
|
||||
|
||||
if(damage > explosion_point)
|
||||
countdown()
|
||||
|
||||
return 1
|
||||
|
||||
/obj/machinery/power/supermatter_crystal/bullet_act(obj/item/projectile/Proj)
|
||||
var/turf/L = loc
|
||||
if(!istype(L))
|
||||
return FALSE
|
||||
if(!istype(Proj.firer, /obj/machinery/power/emitter))
|
||||
investigate_log("has been hit by [Proj] fired by [key_name(Proj.firer)]", INVESTIGATE_SUPERMATTER)
|
||||
if(Proj.flag != "bullet")
|
||||
power += Proj.damage * config_bullet_energy
|
||||
if(!has_been_powered)
|
||||
investigate_log("has been powered for the first time.", INVESTIGATE_SUPERMATTER)
|
||||
message_admins("[src] has been powered for the first time [ADMIN_JMP(src)].")
|
||||
has_been_powered = TRUE
|
||||
else if(takes_damage)
|
||||
damage += Proj.damage * config_bullet_energy
|
||||
return FALSE
|
||||
|
||||
/obj/machinery/power/supermatter_crystal/singularity_act()
|
||||
var/gain = 100
|
||||
investigate_log("Supermatter shard consumed by singularity.", INVESTIGATE_SINGULO)
|
||||
message_admins("Singularity has consumed a supermatter shard and can now become stage six.")
|
||||
visible_message("<span class='userdanger'>[src] is consumed by the singularity!</span>")
|
||||
for(var/mob/M in GLOB.player_list)
|
||||
if(M.z == z)
|
||||
SEND_SOUND(M, 'sound/effects/supermatter.ogg') //everyone goan know bout this
|
||||
to_chat(M, "<span class='boldannounce'>A horrible screeching fills your ears, and a wave of dread washes over you...</span>")
|
||||
qdel(src)
|
||||
return gain
|
||||
|
||||
/obj/machinery/power/supermatter_crystal/blob_act(obj/structure/blob/B)
|
||||
if(B && !isspaceturf(loc)) //does nothing in space
|
||||
playsound(get_turf(src), 'sound/effects/supermatter.ogg', 50, 1)
|
||||
damage += B.obj_integrity * 0.5 //take damage equal to 50% of remaining blob health before it tried to eat us
|
||||
if(B.obj_integrity > 100)
|
||||
B.visible_message("<span class='danger'>\The [B] strikes at \the [src] and flinches away!</span>",\
|
||||
"<span class='italics'>You hear a loud crack as you are washed with a wave of heat.</span>")
|
||||
B.take_damage(100, BURN)
|
||||
else
|
||||
B.visible_message("<span class='danger'>\The [B] strikes at \the [src] and rapidly flashes to ash.</span>",\
|
||||
"<span class='italics'>You hear a loud crack as you are washed with a wave of heat.</span>")
|
||||
Consume(B)
|
||||
|
||||
/obj/machinery/power/supermatter_crystal/attack_tk(mob/user)
|
||||
if(iscarbon(user))
|
||||
var/mob/living/carbon/C = user
|
||||
log_game("[key_name(C)] has been disintegrated by a telekenetic grab on a supermatter crystal.</span>")
|
||||
to_chat(C, "<span class='userdanger'>That was a really dense idea.</span>")
|
||||
C.visible_message("<span class='userdanger'>A bright flare of radiation is seen from [C]'s head, shortly before you hear a sickening sizzling!</span>")
|
||||
var/obj/item/organ/brain/rip_u = locate(/obj/item/organ/brain) in C.internal_organs
|
||||
rip_u.Remove(C)
|
||||
qdel(rip_u)
|
||||
return
|
||||
return ..()
|
||||
|
||||
/obj/machinery/power/supermatter_crystal/attack_paw(mob/user)
|
||||
dust_mob(user, cause = "monkey attack")
|
||||
|
||||
/obj/machinery/power/supermatter_crystal/attack_alien(mob/user)
|
||||
dust_mob(user, cause = "alien attack")
|
||||
|
||||
/obj/machinery/power/supermatter_crystal/attack_animal(mob/living/simple_animal/S)
|
||||
var/murder
|
||||
if(!S.melee_damage_upper && !S.melee_damage_lower)
|
||||
murder = S.friendly
|
||||
else
|
||||
murder = S.attacktext
|
||||
dust_mob(S, \
|
||||
"<span class='danger'>[S] unwisely [murder] [src], and [S.p_their()] body burns brilliantly before flashing into ash!</span>", \
|
||||
"<span class='userdanger'>You unwisely touch [src], and your vision glows brightly as your body crumbles to dust. Oops.</span>", \
|
||||
"simple animal attack")
|
||||
|
||||
/obj/machinery/power/supermatter_crystal/attack_robot(mob/user)
|
||||
if(Adjacent(user))
|
||||
dust_mob(user, cause = "cyborg attack")
|
||||
|
||||
/obj/machinery/power/supermatter_crystal/attack_ai(mob/user)
|
||||
return
|
||||
|
||||
/obj/machinery/power/supermatter_crystal/attack_hand(mob/living/user)
|
||||
. = ..()
|
||||
if(.)
|
||||
return
|
||||
dust_mob(user, cause = "hand")
|
||||
|
||||
/obj/machinery/power/supermatter_crystal/proc/dust_mob(mob/living/nom, vis_msg, mob_msg, cause)
|
||||
if(nom.incorporeal_move || nom.status_flags & GODMODE)
|
||||
return
|
||||
if(!vis_msg)
|
||||
vis_msg = "<span class='danger'>[nom] reaches out and touches [src], inducing a resonance... [nom.p_their()] body starts to glow and bursts into flames before flashing into ash"
|
||||
if(!mob_msg)
|
||||
mob_msg = "<span class='userdanger'>You reach out and touch [src]. Everything starts burning and all you can hear is ringing. Your last thought is \"That was not a wise decision.\"</span>"
|
||||
if(!cause)
|
||||
cause = "contact"
|
||||
nom.visible_message(vis_msg, mob_msg, "<span class='italics'>You hear an unearthly noise as a wave of heat washes over you.</span>")
|
||||
investigate_log("has been attacked ([cause]) by [key_name(nom)]", INVESTIGATE_SUPERMATTER)
|
||||
playsound(get_turf(src), 'sound/effects/supermatter.ogg', 50, 1)
|
||||
Consume(nom)
|
||||
|
||||
/obj/machinery/power/supermatter_crystal/attackby(obj/item/W, mob/living/user, params)
|
||||
if(!istype(W) || (W.item_flags & ABSTRACT) || !istype(user))
|
||||
return
|
||||
if (istype(W, /obj/item/melee/roastingstick))
|
||||
return ..()
|
||||
if(istype(W, /obj/item/scalpel/supermatter))
|
||||
to_chat(user, "<span class='notice'>You carefully begin to scrape \the [src] with \the [W]...</span>")
|
||||
if(W.use_tool(src, user, 60, volume=100))
|
||||
to_chat(user, "<span class='notice'>You extract a sliver from \the [src]. \The [src] begins to react violently!</span>")
|
||||
new /obj/item/nuke_core/supermatter_sliver(drop_location())
|
||||
matter_power += 200
|
||||
else if(user.dropItemToGround(W))
|
||||
user.visible_message("<span class='danger'>As [user] touches \the [src] with \a [W], silence fills the room...</span>",\
|
||||
"<span class='userdanger'>You touch \the [src] with \the [W], and everything suddenly goes silent.</span>\n<span class='notice'>\The [W] flashes into dust as you flinch away from \the [src].</span>",\
|
||||
"<span class='italics'>Everything suddenly goes silent.</span>")
|
||||
investigate_log("has been attacked ([W]) by [key_name(user)]", INVESTIGATE_SUPERMATTER)
|
||||
Consume(W)
|
||||
playsound(get_turf(src), 'sound/effects/supermatter.ogg', 50, 1)
|
||||
|
||||
radiation_pulse(src, 150, 4)
|
||||
|
||||
/obj/machinery/power/supermatter_crystal/wrench_act(mob/user, obj/item/tool)
|
||||
if (moveable)
|
||||
default_unfasten_wrench(user, tool, time = 20)
|
||||
return TRUE
|
||||
|
||||
/obj/machinery/power/supermatter_crystal/Bumped(atom/movable/AM)
|
||||
if(isliving(AM))
|
||||
AM.visible_message("<span class='danger'>\The [AM] slams into \the [src] inducing a resonance... [AM.p_their()] body starts to glow and catch flame before flashing into ash.</span>",\
|
||||
"<span class='userdanger'>You slam into \the [src] as your ears are filled with unearthly ringing. Your last thought is \"Oh, fuck.\"</span>",\
|
||||
"<span class='italics'>You hear an unearthly noise as a wave of heat washes over you.</span>")
|
||||
else if(isobj(AM) && !iseffect(AM))
|
||||
AM.visible_message("<span class='danger'>\The [AM] smacks into \the [src] and rapidly flashes to ash.</span>", null,\
|
||||
"<span class='italics'>You hear a loud crack as you are washed with a wave of heat.</span>")
|
||||
else
|
||||
return
|
||||
|
||||
playsound(get_turf(src), 'sound/effects/supermatter.ogg', 50, 1)
|
||||
|
||||
Consume(AM)
|
||||
|
||||
/obj/machinery/power/supermatter_crystal/intercept_zImpact(atom/movable/AM, levels)
|
||||
. = ..()
|
||||
Bumped(AM)
|
||||
. |= FALL_STOP_INTERCEPTING | FALL_INTERCEPTED
|
||||
|
||||
/obj/machinery/power/supermatter_crystal/proc/Consume(atom/movable/AM)
|
||||
if(isliving(AM))
|
||||
var/mob/living/user = AM
|
||||
if(user.status_flags & GODMODE)
|
||||
return
|
||||
message_admins("[src] has consumed [key_name_admin(user)] [ADMIN_JMP(src)].")
|
||||
investigate_log("has consumed [key_name(user)].", INVESTIGATE_SUPERMATTER)
|
||||
user.dust(force = TRUE)
|
||||
matter_power += 200
|
||||
else if(istype(AM, /obj/singularity))
|
||||
return
|
||||
else if(isobj(AM))
|
||||
if(!iseffect(AM))
|
||||
var/suspicion = ""
|
||||
if(AM.fingerprintslast)
|
||||
suspicion = "last touched by [AM.fingerprintslast]"
|
||||
message_admins("[src] has consumed [AM], [suspicion] [ADMIN_JMP(src)].")
|
||||
investigate_log("has consumed [AM] - [suspicion].", INVESTIGATE_SUPERMATTER)
|
||||
qdel(AM)
|
||||
if(!iseffect(AM))
|
||||
matter_power += 200
|
||||
|
||||
//Some poor sod got eaten, go ahead and irradiate people nearby.
|
||||
radiation_pulse(src, 3000, 2, TRUE)
|
||||
for(var/mob/living/L in range(10))
|
||||
investigate_log("has irradiated [key_name(L)] after consuming [AM].", INVESTIGATE_SUPERMATTER)
|
||||
if(L in view())
|
||||
L.show_message("<span class='danger'>As \the [src] slowly stops resonating, you find your skin covered in new radiation burns.</span>", 1,\
|
||||
"<span class='danger'>The unearthly ringing subsides and you notice you have new radiation burns.</span>", 2)
|
||||
else
|
||||
L.show_message("<span class='italics'>You hear an unearthly ringing and notice your skin is covered in fresh radiation burns.</span>", 2)
|
||||
|
||||
//Do not blow up our internal radio
|
||||
/obj/machinery/power/supermatter_crystal/contents_explosion(severity, target)
|
||||
return
|
||||
|
||||
/obj/machinery/power/supermatter_crystal/prevent_content_explosion()
|
||||
return TRUE
|
||||
|
||||
/obj/machinery/power/supermatter_crystal/engine
|
||||
is_main_engine = TRUE
|
||||
|
||||
/obj/machinery/power/supermatter_crystal/shard
|
||||
name = "supermatter shard"
|
||||
desc = "A strangely translucent and iridescent crystal that looks like it used to be part of a larger structure."
|
||||
base_icon_state = "darkmatter_shard"
|
||||
icon_state = "darkmatter_shard"
|
||||
anchored = FALSE
|
||||
gasefficency = 0.125
|
||||
explosion_power = 12
|
||||
moveable = TRUE
|
||||
|
||||
/obj/machinery/power/supermatter_crystal/shard/engine
|
||||
name = "anchored supermatter shard"
|
||||
is_main_engine = TRUE
|
||||
anchored = TRUE
|
||||
moveable = FALSE
|
||||
|
||||
// When you wanna make a supermatter shard for the dramatic effect, but
|
||||
// don't want it exploding suddenly
|
||||
/obj/machinery/power/supermatter_crystal/shard/hugbox
|
||||
name = "anchored supermatter shard"
|
||||
takes_damage = FALSE
|
||||
produces_gas = FALSE
|
||||
moveable = FALSE
|
||||
anchored = TRUE
|
||||
|
||||
/obj/machinery/power/supermatter_crystal/shard/hugbox/fakecrystal //Hugbox shard with crystal visuals, used in the Supermatter/Hyperfractal shuttle
|
||||
name = "supermatter crystal"
|
||||
base_icon_state = "darkmatter"
|
||||
icon_state = "darkmatter"
|
||||
|
||||
/obj/machinery/power/supermatter_crystal/proc/supermatter_pull(turf/center, pull_range = 10)
|
||||
playsound(src.loc, 'sound/weapons/marauder.ogg', 100, 1, extrarange = 7)
|
||||
for(var/atom/P in orange(pull_range,center))
|
||||
if(ismovableatom(P))
|
||||
var/atom/movable/pulled_object = P
|
||||
if(ishuman(P))
|
||||
var/mob/living/carbon/human/H = P
|
||||
H.apply_effect(40, EFFECT_KNOCKDOWN, 0)
|
||||
if(pulled_object && !pulled_object.anchored && !ishuman(P))
|
||||
step_towards(pulled_object,center)
|
||||
step_towards(pulled_object,center)
|
||||
step_towards(pulled_object,center)
|
||||
step_towards(pulled_object,center)
|
||||
|
||||
/obj/machinery/power/supermatter_crystal/proc/supermatter_anomaly_gen(turf/anomalycenter, type = FLUX_ANOMALY, anomalyrange = 5)
|
||||
var/turf/L = pick(orange(anomalyrange, anomalycenter))
|
||||
if(L)
|
||||
switch(type)
|
||||
if(FLUX_ANOMALY)
|
||||
var/obj/effect/anomaly/flux/A = new(L, 300)
|
||||
A.explosive = FALSE
|
||||
if(GRAVITATIONAL_ANOMALY)
|
||||
new /obj/effect/anomaly/grav(L, 250)
|
||||
if(PYRO_ANOMALY)
|
||||
new /obj/effect/anomaly/pyro(L, 200)
|
||||
|
||||
/obj/machinery/power/supermatter_crystal/proc/supermatter_zap(atom/zapstart, range = 3, power)
|
||||
. = zapstart.dir
|
||||
if(power < 1000)
|
||||
return
|
||||
|
||||
var/target_atom
|
||||
var/mob/living/target_mob
|
||||
var/obj/machinery/target_machine
|
||||
var/obj/structure/target_structure
|
||||
var/list/arctargetsmob = list()
|
||||
var/list/arctargetsmachine = list()
|
||||
var/list/arctargetsstructure = list()
|
||||
|
||||
if(prob(20)) //let's not hit all the engineers with every beam and/or segment of the arc
|
||||
for(var/mob/living/Z in oview(zapstart, range+2))
|
||||
arctargetsmob += Z
|
||||
if(arctargetsmob.len)
|
||||
var/mob/living/H = pick(arctargetsmob)
|
||||
var/atom/A = H
|
||||
target_mob = H
|
||||
target_atom = A
|
||||
|
||||
else
|
||||
for(var/obj/machinery/X in oview(zapstart, range+2))
|
||||
arctargetsmachine += X
|
||||
if(arctargetsmachine.len)
|
||||
var/obj/machinery/M = pick(arctargetsmachine)
|
||||
var/atom/A = M
|
||||
target_machine = M
|
||||
target_atom = A
|
||||
|
||||
else
|
||||
for(var/obj/structure/Y in oview(zapstart, range+2))
|
||||
arctargetsstructure += Y
|
||||
if(arctargetsstructure.len)
|
||||
var/obj/structure/O = pick(arctargetsstructure)
|
||||
var/atom/A = O
|
||||
target_structure = O
|
||||
target_atom = A
|
||||
|
||||
if(target_atom)
|
||||
zapstart.Beam(target_atom, icon_state="nzcrentrs_power", time=5)
|
||||
var/zapdir = get_dir(zapstart, target_atom)
|
||||
if(zapdir)
|
||||
. = zapdir
|
||||
|
||||
if(target_mob)
|
||||
target_mob.electrocute_act(rand(5,10), "Supermatter Discharge Bolt", 1, stun = 0)
|
||||
if(prob(15))
|
||||
supermatter_zap(target_mob, 5, power / 2)
|
||||
supermatter_zap(target_mob, 5, power / 2)
|
||||
else
|
||||
supermatter_zap(target_mob, 5, power / 1.5)
|
||||
|
||||
else if(target_machine)
|
||||
if(prob(15))
|
||||
supermatter_zap(target_machine, 5, power / 2)
|
||||
supermatter_zap(target_machine, 5, power / 2)
|
||||
else
|
||||
supermatter_zap(target_machine, 5, power / 1.5)
|
||||
|
||||
else if(target_structure)
|
||||
if(prob(15))
|
||||
supermatter_zap(target_structure, 5, power / 2)
|
||||
supermatter_zap(target_structure, 5, power / 2)
|
||||
else
|
||||
supermatter_zap(target_structure, 5, power / 1.5)
|
||||
|
||||
#undef HALLUCINATION_RANGE
|
||||
#undef GRAVITATIONAL_ANOMALY
|
||||
#undef FLUX_ANOMALY
|
||||
#undef PYRO_ANOMALY
|
||||
Reference in New Issue
Block a user