First of many changes

Adds the possibility for stationside clockwork obelisks to create stable gateways with unlimited uses, linking between the station and reebe. The gateway scripture no longer can teleport cultists from or to reebe. Spatial gateway from obelisks still works, but it is FAR less power efficient.
These gateways are closed via either hitting them with a nullrod, destroying their obelisk, or a cultist initiating their close sequence via a 80ds doafter with the slab used on the gateway.
This commit is contained in:
DeltaFire
2020-05-31 20:23:57 +02:00
parent b7411bf9a0
commit bb7a2c43a8
2 changed files with 106 additions and 7 deletions
@@ -14,6 +14,8 @@
var/uses = 1 //How many objects or mobs can go through the portal
var/obj/effect/clockwork/spatial_gateway/linked_gateway //The gateway linked to this one
var/timerid
var/is_stable = FALSE
var/busy = FALSE //If someone is already working on closing the gateway, only needed for stable gateways but in the parent to not need typecasting
/obj/effect/clockwork/spatial_gateway/Initialize()
. = ..()
@@ -31,11 +33,16 @@
clockwork_desc = "A gateway in reality. It can both send and receive objects."
else
clockwork_desc = "A gateway in reality. It can only [sender ? "send" : "receive"] objects."
timerid = QDEL_IN(src, lifetime)
if(is_stable)
return
timerid = QDEL_IN(src, lifetime) //We only need this if the gateway is not stable
//set up a gateway with another gateway
/obj/effect/clockwork/spatial_gateway/proc/setup_gateway(obj/effect/clockwork/spatial_gateway/gatewayB, set_duration, set_uses, two_way)
if(!gatewayB || !set_duration || !uses)
if(!gatewayB)
return FALSE
if((!set_duration || !uses) && !is_stable)
return FALSE
linked_gateway = gatewayB
gatewayB.linked_gateway = src
@@ -55,7 +62,7 @@
/obj/effect/clockwork/spatial_gateway/examine(mob/user)
. = ..()
if(is_servant_of_ratvar(user) || isobserver(user))
. += "<span class='brass'>It has [uses] use\s remaining.</span>"
. += "<span class='brass'> [is_stable ? "It is stabilised and can be used as much as is neccessary." : "It has [uses] use\s remaining."]</span>"
//ATTACK GHOST IGNORING PARENT RETURN VALUE
/obj/effect/clockwork/spatial_gateway/attack_ghost(mob/user)
@@ -122,9 +129,9 @@
/obj/effect/clockwork/spatial_gateway/Bumped(atom/movable/AM)
..()
if(!QDELETED(AM))
pass_through_gateway(AM, FALSE)
pass_through_gateway(AM)
/obj/effect/clockwork/spatial_gateway/proc/pass_through_gateway(atom/movable/A, no_cost)
/obj/effect/clockwork/spatial_gateway/proc/pass_through_gateway(atom/movable/A, no_cost = FALSE)
if(!linked_gateway)
qdel(src)
return FALSE
@@ -198,6 +205,10 @@
return procure_gateway(invoker, time_duration, gateway_uses, two_way)
var/istargetobelisk = istype(target, /obj/structure/destructible/clockwork/powered/clockwork_obelisk)
var/issrcobelisk = istype(src, /obj/structure/destructible/clockwork/powered/clockwork_obelisk)
if(!issrcobelisk && target.z != invoker.z && (is_reebe(invoker.z) || is_reebe(target.z)) && !GLOB.ratvar_awakens) //You need obilisks to get from and to reebe. Costs alot of power, unless you use stable gateways.
to_chat(invoker, "<span class='heavy brass'>The distance between reebe and the mortal realm is far too vast to bridge with a gateway your slab can create, my child. \
Use an obilisk instead!</span>")
return procure_gateway(invoker, time_duration, gateway_uses, two_way)
if(issrcobelisk)
if(!anchored)
to_chat(invoker, "<span class='warning'>[src] is no longer secured!</span>")
@@ -227,3 +238,43 @@
S1.setup_gateway(S2, time_duration, gateway_uses, two_way)
S2.visible_message("<span class='warning'>The air in front of [target] ripples before suddenly tearing open!</span>")
return TRUE
//Stable Gateway: Used to travel to and from reebe without any further powercost. Needs a clockwork obilisk to keep active, but stays active as long as it is not deactivated via an null rod or a slab, or the obilisk is destroyed
/obj/effect/clockwork/spatial_gateway/stable
name = "stable gateway"
is_stable = TRUE
//TODO: Icon for the gateway that looks a bit different
/obj/effect/clockwork/spatial_gateway/stable/ex_act(severity)
if(severity == 1)
start_shutdown() //Yes, you can chain devastation-level explosions to delay a gateway shutdown, if you somehow manage to do it without breaking the obelisk. Is it worth it? Probably not.
return TRUE
return FALSE
/obj/effect/clockwork/spatial_gateway/stable/attackby(obj/item/I, mob/living/user, params)
if(!istype(I, /obj/item/clockwork/slab) || !is_servant_of_ratvar(user) || busy)
return ..()
user.visible_message("<span class='warning'>The rift begins to ripple as [user] points [user.p_their()] slab at it!</span>", "<span class='brass'> You begin to shutdown the stabilised gateway with your slab.</span>")
linked_gateway.visible_message("<span class='warning'[linked_gateway] begins to ripple, but nothing comes through...</span>")
busy = TRUE
linked_gateway.busy = TRUE
if(do_after(user, 80, target = src)) //Eight seconds to initiate the closing, then another two before is closes.
to_chat(user, "<span class='brass'>You successfully set the gateway to shutdown in another two seconds.</span>")
start_shutdown()
busy = FALSE
linked_gateway.busy = FALSE
return TRUE
//TODO: Add effect for this, maybe reuse the void blaster one from that PR?
/obj/effect/clockwork/spatial_gateway/stable/proc/start_shutdown()
deltimer(timerid)
deltimer(linked_gateway.timerid)
timerid = QDEL_IN(src, 20)
linked_gateway.timerid = QDEL_IN(linked_gateway, 20)
animate(src, alpha = 0, transform = matrix()*2, time = 20, flags = ANIMATION_END_NOW)
animate(linked_gateway, alpha = 0, transform = matrix()*2, time = 20, flags = ANIMATION_END_NOW)
src.visible_message("<span class='warning'>[src] begins to destabilise!</span>")
linked_gateway.visible_message("<span class='warning'>[linked_gateway] begins to destabilise!</span>")
/obj/effect/clockwork/spatial_gateway/stable/pass_through_gateway(atom/movable/A, no_cost = TRUE)
return ..()
@@ -41,6 +41,11 @@
affected += try_use_power(MIN_CLOCKCULT_POWER*4)
return affected
/obj/structure/destructible/clockwork/powered/clockwork_obelisk/Destroy()
for(var/obj/effect/clockwork/spatial_gateway/SG in loc)
SG.ex_act(EXPLODE_DEVASTATE)
return ..()
/obj/structure/destructible/clockwork/powered/clockwork_obelisk/attack_hand(mob/living/user)
. = ..()
if(.)
@@ -48,7 +53,7 @@
if(!is_servant_of_ratvar(user) || !can_access_clockwork_power(src, hierophant_cost) || !anchored)
to_chat(user, "<span class='warning'>You place your hand on [src], but it doesn't react.</span>")
return
var/choice = alert(user,"You place your hand on [src]...",,"Hierophant Broadcast","Spatial Gateway","Cancel")
var/choice = alert(user,"You place your hand on [src]...",,/*"Hierophant Broadcast",*/"Spatial Gateway","Stable Reebe Gateway","Cancel") //TODO: Find a good way to do this because choice does only support up to six args, not seven as needed
switch(choice)
if("Hierophant Broadcast")
if(active)
@@ -91,12 +96,32 @@
clockwork_say(user, text2ratvar("Spatial Gateway, activate!"))
return
adjust_clockwork_power(gateway_cost) //if we didn't return above, ie, successfully create a gateway, we give the power back
if("Stable Reebe Gateway")
if(active)
to_chat(user, "<span class='warning'>[src] is already sustaining a gateway!</span>")
return
if(!user.can_speak_vocal())
to_chat(user, "<span class='warning'>You need to be able to speak to open a stable gateway!</span>")
return
if(is_reebe(z))
to_chat(user, "<span class='brass'>You are already on reebe, child...</span>")
return
if(!try_use_power(gateway_cost)) //Maybe set it a bit higher than a normal portal? Eh should be fine, balance will tell..
to_chat(user, "<span class='warning'>[src] lacks the power to open a stable gateway!</span>")
return
if(procure_reebe_gateway(user))
process()
if(!active)
active = TRUE
clockwork_say(user, text2ratvar("Stable Gateway, activate!"))
return
adjust_clockwork_power(gateway_cost) //Same as before
/obj/structure/destructible/clockwork/powered/clockwork_obelisk/process()
if(!anchored)
return
var/obj/effect/clockwork/spatial_gateway/SG = locate(/obj/effect/clockwork/spatial_gateway) in loc
if(SG && SG.timerid) //it's a valid gateway, we're active
if(SG && (SG.timerid || SG.is_stable)) //it's a valid gateway, we're active
icon_state = active_icon
density = FALSE
active = TRUE
@@ -104,3 +129,26 @@
icon_state = inactive_icon
density = TRUE
active = FALSE
//Special proc used for station-reebe stable gateways created by Obilisks on the station. Not done as subtype of the proc because it's quite a bit different.\
Chooses one random non-active obilisk on reebe to link to.
/obj/structure/destructible/clockwork/powered/clockwork_obelisk/proc/procure_reebe_gateway(mob/living/user)
var/list/possible_reebe_obilisks = list()
for(var/obj/structure/destructible/clockwork/powered/clockwork_obelisk/O in GLOB.all_clockwork_objects)
if(is_reebe(O.z) && !O.active && O.anchored)
possible_reebe_obilisks += O
if(!possible_reebe_obilisks.len)
to_chat(user, "<span class='warning'>There are no eligible Obilisks on reebe!</span>")
return FALSE
var/obj/structure/destructible/clockwork/powered/clockwork_obelisk/target = pick(possible_reebe_obilisks)
target.active = TRUE
src.active = TRUE
user.visible_message("<span class='warning'>The air in front of [user] ripples before suddenly tearing open!</span>", \
"<span class='brass'>With a word, you open a stable rift between reebe and the mortal realm.</span>")
var/obj/effect/clockwork/spatial_gateway/stable/S1 = new(get_turf(src))
var/obj/effect/clockwork/spatial_gateway/stable/S2 = new(get_turf(target))
S1.setup_gateway(S2, 1, 1, TRUE) //The two 1s are irrelevant since it's a stable gateway
S2.visible_message("<span class='warning'>The air in front of [target] ripples before suddenly tearing open!</span>")
return TRUE