//Anomalies, used for events. Note that these DO NOT work by themselves; their procs are called by the event datum. /obj/effect/anomaly name = "anomaly" desc = "A mysterious anomaly, seen commonly only in the region of space that the station orbits..." icon_state = "bhole3" density = FALSE anchored = TRUE light_range = 3 var/movechance = 70 var/obj/item/assembly/signaler/anomaly/aSignal var/area/impact_area var/lifespan = 990 var/death_time var/countdown_colour var/obj/effect/countdown/anomaly/countdown /obj/effect/anomaly/Initialize(mapload, new_lifespan) . = ..() GLOB.poi_list |= src START_PROCESSING(SSobj, src) impact_area = get_area(src) aSignal = new(src) aSignal.name = "[name] core" aSignal.code = rand(1,100) aSignal.anomaly_type = type var/frequency = rand(MIN_FREE_FREQ, MAX_FREE_FREQ) if(ISMULTIPLE(frequency, 2))//signaller frequencies are always uneven! frequency++ aSignal.set_frequency(frequency) if(new_lifespan) lifespan = new_lifespan death_time = world.time + lifespan countdown = new(src) if(countdown_colour) countdown.color = countdown_colour countdown.start() /obj/effect/anomaly/process() anomalyEffect() if(death_time < world.time) if(loc) detonate() qdel(src) /obj/effect/anomaly/Destroy() GLOB.poi_list.Remove(src) STOP_PROCESSING(SSobj, src) qdel(countdown) return ..() /obj/effect/anomaly/proc/anomalyEffect() if(prob(movechance)) step(src,pick(GLOB.alldirs)) /obj/effect/anomaly/proc/detonate() return /obj/effect/anomaly/ex_act(severity, target) if(severity == 1) qdel(src) /obj/effect/anomaly/proc/anomalyNeutralize() new /obj/effect/particle_effect/smoke/bad(loc) for(var/atom/movable/O in src) O.forceMove(drop_location()) qdel(src) /obj/effect/anomaly/attackby(obj/item/I, mob/user, params) if(istype(I, /obj/item/analyzer)) to_chat(user, "Analyzing... [src]'s unstable field is fluctuating along frequency [format_frequency(aSignal.frequency)], code [aSignal.code].") /////////////////////// /obj/effect/anomaly/grav name = "gravitational anomaly" icon_state = "shield2" density = FALSE var/boing = 0 /obj/effect/anomaly/grav/anomalyEffect() ..() boing = 1 for(var/obj/O in orange(4, src)) if(!O.anchored) step_towards(O,src) for(var/mob/living/M in range(0, src)) gravShock(M) for(var/mob/living/M in orange(4, src)) step_towards(M,src) for(var/obj/O in range(0,src)) if(!O.anchored) var/mob/living/target = locate() in view(4,src) if(target && !target.stat) O.throw_at(target, 5, 10) /obj/effect/anomaly/grav/Crossed(mob/A) gravShock(A) /obj/effect/anomaly/grav/Bump(mob/A) gravShock(A) /obj/effect/anomaly/grav/Bumped(atom/movable/AM) gravShock(AM) /obj/effect/anomaly/grav/proc/gravShock(mob/living/A) if(boing && isliving(A) && !A.stat) A.Knockdown(40) var/atom/target = get_edge_target_turf(A, get_dir(src, get_step_away(A, src))) A.throw_at(target, 5, 1) boing = 0 /obj/effect/anomaly/grav/high var/grav_field /obj/effect/anomaly/grav/high/Initialize(mapload, new_lifespan) . = ..() setup_grav_field() /obj/effect/anomaly/grav/high/proc/setup_grav_field() grav_field = make_field(/datum/proximity_monitor/advanced/gravity, list("current_range" = 7, "host" = src, "gravity_value" = rand(0,3))) /obj/effect/anomaly/grav/high/Destroy() QDEL_NULL(grav_field) . = ..() ///////////////////// /obj/effect/anomaly/flux name = "flux wave anomaly" icon_state = "electricity2" density = TRUE var/canshock = 0 var/shockdamage = 20 var/explosive = TRUE /obj/effect/anomaly/flux/anomalyEffect() ..() canshock = 1 for(var/mob/living/M in range(0, src)) mobShock(M) /obj/effect/anomaly/flux/Crossed(mob/living/M) mobShock(M) /obj/effect/anomaly/flux/Bump(mob/living/M) mobShock(M) /obj/effect/anomaly/flux/Bumped(atom/movable/AM) mobShock(AM) /obj/effect/anomaly/flux/proc/mobShock(mob/living/M) if(canshock && istype(M)) canshock = 0 //Just so you don't instakill yourself if you slam into the anomaly five times in a second. if(iscarbon(M)) if(ishuman(M)) M.electrocute_act(shockdamage, "[name]", safety=1) return M.electrocute_act(shockdamage, "[name]") return else M.adjustFireLoss(shockdamage) M.visible_message("[M] was shocked by \the [name]!", \ "You feel a powerful shock coursing through your body!", \ "You hear a heavy electrical crack.") /obj/effect/anomaly/flux/detonate() if(explosive) explosion(src, 1, 4, 16, 18) //Low devastation, but hits a lot of stuff. else new /obj/effect/particle_effect/sparks(loc) ///////////////////// /obj/effect/anomaly/bluespace name = "bluespace anomaly" icon = 'icons/obj/projectiles.dmi' icon_state = "bluespace" density = TRUE /obj/effect/anomaly/bluespace/anomalyEffect() ..() for(var/mob/living/M in range(1,src)) do_teleport(M, locate(M.x, M.y, M.z), 4) /obj/effect/anomaly/bluespace/Bumped(atom/movable/AM) if(isliving(AM)) do_teleport(AM, locate(AM.x, AM.y, AM.z), 8) /obj/effect/anomaly/bluespace/detonate() var/turf/T = safepick(get_area_turfs(impact_area)) if(T) // Calculate new position (searches through beacons in world) var/obj/item/beacon/chosen var/list/possible = list() for(var/obj/item/beacon/W in GLOB.teleportbeacons) possible += W if(possible.len > 0) chosen = pick(possible) if(chosen) // Calculate previous position for transition var/turf/FROM = T // the turf of origin we're travelling FROM var/turf/TO = get_turf(chosen) // the turf of origin we're travelling TO playsound(TO, 'sound/effects/phasein.ogg', 100, 1) priority_announce("Massive bluespace translocation detected.", "Anomaly Alert") var/list/flashers = list() for(var/mob/living/carbon/C in viewers(TO, null)) if(C.flash_act()) flashers += C var/y_distance = TO.y - FROM.y var/x_distance = TO.x - FROM.x for (var/atom/movable/A in urange(12, FROM )) // iterate thru list of mobs in the area if(istype(A, /obj/item/beacon)) continue // don't teleport beacons because that's just insanely stupid if(A.anchored) continue var/turf/newloc = locate(A.x + x_distance, A.y + y_distance, TO.z) // calculate the new place if(!A.Move(newloc) && newloc) // if the atom, for some reason, can't move, FORCE them to move! :) We try Move() first to invoke any movement-related checks the atom needs to perform after moving A.forceMove(newloc) spawn() if(ismob(A) && !(A in flashers)) // don't flash if we're already doing an effect var/mob/M = A if(M.client) var/obj/blueeffect = new /obj(src) blueeffect.screen_loc = "WEST,SOUTH to EAST,NORTH" blueeffect.icon = 'icons/effects/effects.dmi' blueeffect.icon_state = "shieldsparkles" blueeffect.layer = FLASH_LAYER blueeffect.plane = FULLSCREEN_PLANE blueeffect.mouse_opacity = MOUSE_OPACITY_TRANSPARENT M.client.screen += blueeffect sleep(20) M.client.screen -= blueeffect qdel(blueeffect) ///////////////////// /obj/effect/anomaly/pyro name = "pyroclastic anomaly" icon_state = "mustard" var/ticks = 0 /obj/effect/anomaly/pyro/anomalyEffect() ..() ticks++ if(ticks < 5) return else ticks = 0 var/turf/open/T = get_turf(src) if(istype(T)) T.atmos_spawn_air("o2=5;plasma=5;TEMP=1000") /obj/effect/anomaly/pyro/detonate() INVOKE_ASYNC(src, .proc/makepyroslime) /obj/effect/anomaly/pyro/proc/makepyroslime() var/turf/open/T = get_turf(src) if(istype(T)) T.atmos_spawn_air("o2=500;plasma=500;TEMP=1000") //Make it hot and burny for the new slime var/new_colour = pick("red", "orange") var/mob/living/simple_animal/slime/S = new(T, new_colour) S.rabid = TRUE S.amount_grown = SLIME_EVOLUTION_THRESHOLD S.Evolve() offer_control(S) ///////////////////// /obj/effect/anomaly/bhole name = "vortex anomaly" icon_state = "bhole3" desc = "That's a nice station you have there. It'd be a shame if something happened to it." /obj/effect/anomaly/bhole/anomalyEffect() ..() if(!isturf(loc)) //blackhole cannot be contained inside anything. Weird stuff might happen qdel(src) return grav(rand(0,3), rand(2,3), 50, 25) //Throwing stuff around! for(var/obj/O in range(2,src)) if(O == src) return //DON'T DELETE YOURSELF GOD DAMN if(!O.anchored) var/mob/living/target = locate() in view(4,src) if(target && !target.stat) O.throw_at(target, 7, 5) else O.ex_act(EXPLODE_HEAVY) /obj/effect/anomaly/bhole/proc/grav(r, ex_act_force, pull_chance, turf_removal_chance) for(var/t = -r, t < r, t++) affect_coord(x+t, y-r, ex_act_force, pull_chance, turf_removal_chance) affect_coord(x-t, y+r, ex_act_force, pull_chance, turf_removal_chance) affect_coord(x+r, y+t, ex_act_force, pull_chance, turf_removal_chance) affect_coord(x-r, y-t, ex_act_force, pull_chance, turf_removal_chance) /obj/effect/anomaly/bhole/proc/affect_coord(x, y, ex_act_force, pull_chance, turf_removal_chance) //Get turf at coordinate var/turf/T = locate(x, y, z) if(isnull(T)) return //Pulling and/or ex_act-ing movable atoms in that turf if(prob(pull_chance)) for(var/obj/O in T.contents) if(O.anchored) O.ex_act(ex_act_force) else step_towards(O,src) for(var/mob/living/M in T.contents) step_towards(M,src) //Damaging the turf if( T && prob(turf_removal_chance) ) T.ex_act(ex_act_force)