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@@ -14,6 +14,8 @@
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var/uses = 1 //How many objects or mobs can go through the portal
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var/obj/effect/clockwork/spatial_gateway/linked_gateway //The gateway linked to this one
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var/timerid
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var/is_stable = FALSE
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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
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/obj/effect/clockwork/spatial_gateway/Initialize()
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. = ..()
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@@ -31,11 +33,16 @@
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clockwork_desc = "A gateway in reality. It can both send and receive objects."
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else
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clockwork_desc = "A gateway in reality. It can only [sender ? "send" : "receive"] objects."
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timerid = QDEL_IN(src, lifetime)
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if(is_stable)
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return
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timerid = QDEL_IN(src, lifetime) //We only need this if the gateway is not stable
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//set up a gateway with another gateway
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/obj/effect/clockwork/spatial_gateway/proc/setup_gateway(obj/effect/clockwork/spatial_gateway/gatewayB, set_duration, set_uses, two_way)
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if(!gatewayB || !set_duration || !uses)
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if(!gatewayB)
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return FALSE
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if((!set_duration || !uses) && !is_stable)
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return FALSE
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linked_gateway = gatewayB
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gatewayB.linked_gateway = src
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@@ -55,7 +62,7 @@
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/obj/effect/clockwork/spatial_gateway/examine(mob/user)
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. = ..()
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if(is_servant_of_ratvar(user) || isobserver(user))
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. += "<span class='brass'>It has [uses] use\s remaining.</span>"
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. += "<span class='brass'> [is_stable ? "It is stabilised and can be used as much as is neccessary." : "It has [uses] use\s remaining."]</span>"
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//ATTACK GHOST IGNORING PARENT RETURN VALUE
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/obj/effect/clockwork/spatial_gateway/attack_ghost(mob/user)
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@@ -122,9 +129,9 @@
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/obj/effect/clockwork/spatial_gateway/Bumped(atom/movable/AM)
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..()
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if(!QDELETED(AM))
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pass_through_gateway(AM, FALSE)
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pass_through_gateway(AM)
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/obj/effect/clockwork/spatial_gateway/proc/pass_through_gateway(atom/movable/A, no_cost)
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/obj/effect/clockwork/spatial_gateway/proc/pass_through_gateway(atom/movable/A, no_cost = FALSE)
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if(!linked_gateway)
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qdel(src)
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return FALSE
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@@ -198,6 +205,10 @@
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return procure_gateway(invoker, time_duration, gateway_uses, two_way)
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var/istargetobelisk = istype(target, /obj/structure/destructible/clockwork/powered/clockwork_obelisk)
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var/issrcobelisk = istype(src, /obj/structure/destructible/clockwork/powered/clockwork_obelisk)
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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.
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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. \
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Use an obilisk instead!</span>")
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return procure_gateway(invoker, time_duration, gateway_uses, two_way)
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if(issrcobelisk)
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if(!anchored)
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to_chat(invoker, "<span class='warning'>[src] is no longer secured!</span>")
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@@ -218,12 +229,64 @@
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gateway_uses = round(gateway_uses * (2 * efficiency), 1)
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time_duration = round(time_duration * (2 * efficiency), 1)
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CO.active = TRUE //you'd be active in a second but you should update immediately
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invoker.visible_message("<span class='warning'>The air in front of [invoker] ripples before suddenly tearing open!</span>", \
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"<span class='brass'>With a word, you rip open a [two_way ? "two-way":"one-way"] rift to [input_target_key]. It will last for [DisplayTimeText(time_duration)] and has [gateway_uses] use[gateway_uses > 1 ? "s" : ""].</span>")
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var/obj/effect/clockwork/spatial_gateway/S1 = new(issrcobelisk ? get_turf(src) : get_step(get_turf(invoker), invoker.dir))
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var/obj/effect/clockwork/spatial_gateway/S2 = new(istargetobelisk ? get_turf(target) : get_step(get_turf(target), target.dir))
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if(issrcobelisk && istargetobelisk && src.z != target.z && (is_reebe(src.z) || is_reebe(target.z)))
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invoker.visible_message("<span class='warning'>The air in front of [invoker] ripples before suddenly tearing open!</span>", \
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"<span class='brass'>With a word, you rip open a stable two-way rift between reebe and the mortal realm.</span>")
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var/obj/effect/clockwork/spatial_gateway/stable/stable_S1 = new(get_turf(src))
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var/obj/effect/clockwork/spatial_gateway/stable/stable_S2 = new(get_turf(target))
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stable_S1.setup_gateway(stable_S2)
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stable_S2.visible_message("<span class='warning'>The air in front of [target] ripples before suddenly tearing open!</span>")
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else
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invoker.visible_message("<span class='warning'>The air in front of [invoker] ripples before suddenly tearing open!</span>", \
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"<span class='brass'>With a word, you rip open a [two_way ? "two-way":"one-way"] rift to [input_target_key]. It will last for [DisplayTimeText(time_duration)] and has [gateway_uses] use[gateway_uses > 1 ? "s" : ""].</span>")
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var/obj/effect/clockwork/spatial_gateway/S1 = new(issrcobelisk ? get_turf(src) : get_step(get_turf(invoker), invoker.dir))
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var/obj/effect/clockwork/spatial_gateway/S2 = new(istargetobelisk ? get_turf(target) : get_step(get_turf(target), target.dir))
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//Set up the portals now that they've spawned
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S1.setup_gateway(S2, time_duration, gateway_uses, two_way)
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S2.visible_message("<span class='warning'>The air in front of [target] ripples before suddenly tearing open!</span>")
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//Set up the portals now that they've spawned
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S1.setup_gateway(S2, time_duration, gateway_uses, two_way)
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S2.visible_message("<span class='warning'>The air in front of [target] ripples before suddenly tearing open!</span>")
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return TRUE
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//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
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/obj/effect/clockwork/spatial_gateway/stable
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name = "stable gateway"
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is_stable = TRUE
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//TODO: Icon for the gateway that looks a bit different
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/obj/effect/clockwork/spatial_gateway/stable/ex_act(severity)
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if(severity == 1)
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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.
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return TRUE
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return FALSE
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/obj/effect/clockwork/spatial_gateway/stable/setup_gateway(obj/effect/clockwork/spatial_gateway/stable/gatewayB) //Reduced setup call due to some things being irrelevant for stable gateways
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return ..(gatewayB, 1, 1, TRUE) //Uses and time irrelevant due to is_stable
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/obj/effect/clockwork/spatial_gateway/stable/attackby(obj/item/I, mob/living/user, params)
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if(!istype(I, /obj/item/clockwork/slab) || !is_servant_of_ratvar(user) || busy)
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return ..()
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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>")
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linked_gateway.visible_message("<span class='warning'[linked_gateway] begins to ripple, but nothing comes through...</span>")
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busy = TRUE
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linked_gateway.busy = TRUE
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if(do_after(user, 80, target = src)) //Eight seconds to initiate the closing, then another two before is closes.
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to_chat(user, "<span class='brass'>You successfully set the gateway to shutdown in another two seconds.</span>")
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start_shutdown()
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busy = FALSE
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linked_gateway.busy = FALSE
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return TRUE
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//TODO: Add effect for this, maybe reuse the void blaster one from that PR?
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/obj/effect/clockwork/spatial_gateway/stable/proc/start_shutdown()
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deltimer(timerid)
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deltimer(linked_gateway.timerid)
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timerid = QDEL_IN(src, 20)
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linked_gateway.timerid = QDEL_IN(linked_gateway, 20)
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animate(src, alpha = 0, transform = matrix()*2, time = 20, flags = ANIMATION_END_NOW)
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animate(linked_gateway, alpha = 0, transform = matrix()*2, time = 20, flags = ANIMATION_END_NOW)
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src.visible_message("<span class='warning'>[src] begins to destabilise!</span>")
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linked_gateway.visible_message("<span class='warning'>[linked_gateway] begins to destabilise!</span>")
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/obj/effect/clockwork/spatial_gateway/stable/pass_through_gateway(atom/movable/A, no_cost = TRUE)
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return ..()
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