Stable gateways and integration cog QoL by DeltaFire

APC interfaces now lock after being cogged, and Reebe can only be accessed by stabilizing/linking an obelisk with the one in reebe
This commit is contained in:
Keate Senior
2020-07-20 11:16:30 -04:00
4 changed files with 95 additions and 15 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>")
@@ -218,12 +229,64 @@
gateway_uses = round(gateway_uses * (2 * efficiency), 1)
time_duration = round(time_duration * (2 * efficiency), 1)
CO.active = TRUE //you'd be active in a second but you should update immediately
invoker.visible_message("<span class='warning'>The air in front of [invoker] ripples before suddenly tearing open!</span>", \
"<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>")
var/obj/effect/clockwork/spatial_gateway/S1 = new(issrcobelisk ? get_turf(src) : get_step(get_turf(invoker), invoker.dir))
var/obj/effect/clockwork/spatial_gateway/S2 = new(istargetobelisk ? get_turf(target) : get_step(get_turf(target), target.dir))
if(issrcobelisk && istargetobelisk && src.z != target.z && (is_reebe(src.z) || is_reebe(target.z)))
invoker.visible_message("<span class='warning'>The air in front of [invoker] ripples before suddenly tearing open!</span>", \
"<span class='brass'>With a word, you rip open a stable two-way rift between reebe and the mortal realm.</span>")
var/obj/effect/clockwork/spatial_gateway/stable/stable_S1 = new(get_turf(src))
var/obj/effect/clockwork/spatial_gateway/stable/stable_S2 = new(get_turf(target))
stable_S1.setup_gateway(stable_S2)
stable_S2.visible_message("<span class='warning'>The air in front of [target] ripples before suddenly tearing open!</span>")
else
invoker.visible_message("<span class='warning'>The air in front of [invoker] ripples before suddenly tearing open!</span>", \
"<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>")
var/obj/effect/clockwork/spatial_gateway/S1 = new(issrcobelisk ? get_turf(src) : get_step(get_turf(invoker), invoker.dir))
var/obj/effect/clockwork/spatial_gateway/S2 = new(istargetobelisk ? get_turf(target) : get_step(get_turf(target), target.dir))
//Set up the portals now that they've spawned
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>")
//Set up the portals now that they've spawned
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/setup_gateway(obj/effect/clockwork/spatial_gateway/stable/gatewayB) //Reduced setup call due to some things being irrelevant for stable gateways
return ..(gatewayB, 1, 1, TRUE) //Uses and time irrelevant due to is_stable
/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 ..()
@@ -30,6 +30,7 @@
var/obj/item/stock_parts/cell/cell = apc.cell
if(cell && (cell.charge / cell.maxcharge > COG_MAX_SIPHON_THRESHOLD))
cell.use(1)
apc.cog_drained++
adjust_clockwork_power(2) //Power is shared, so only do it once; this runs very quickly so it's about 10 W/second
else
adjust_clockwork_power(1) //Continue generating power when the cell has run dry; 5 W/second
@@ -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","Cancel") //TODO: Find a good way to do this because choice / alert does only support up to six args, not seven as needed
switch(choice)
if("Hierophant Broadcast")
if(active)
@@ -96,7 +101,7 @@
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