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GS13NG/code/game/gamemodes/clock_cult/clock_structure.dm
2017-09-26 15:22:09 -05:00

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//The base clockwork structure. Can have an alternate desc and will show up in the list of clockwork objects.
/obj/structure/destructible/clockwork
name = "meme structure"
desc = "Some frog or something, the fuck?"
var/clockwork_desc //Shown to servants when they examine
icon = 'icons/obj/clockwork_objects.dmi'
icon_state = "rare_pepe"
var/unanchored_icon //icon for when this structure is unanchored, doubles as the var for if it can be unanchored
anchored = TRUE
density = TRUE
resistance_flags = FIRE_PROOF | ACID_PROOF
var/can_be_repaired = TRUE //if a fabricator can repair it
break_message = "<span class='warning'>The frog isn't a meme after all!</span>" //The message shown when a structure breaks
break_sound = 'sound/magic/clockwork/anima_fragment_death.ogg' //The sound played when a structure breaks
debris = list(/obj/item/clockwork/alloy_shards/large = 1, \
/obj/item/clockwork/alloy_shards/medium = 2, \
/obj/item/clockwork/alloy_shards/small = 3) //Parts left behind when a structure breaks
var/construction_value = 0 //How much value the structure contributes to the overall "power" of the structures on the station
var/immune_to_servant_attacks = FALSE //if we ignore attacks from servants of ratvar instead of taking damage
/obj/structure/destructible/clockwork/Initialize()
. = ..()
change_construction_value(construction_value)
GLOB.all_clockwork_objects += src
/obj/structure/destructible/clockwork/Destroy()
change_construction_value(-construction_value)
GLOB.all_clockwork_objects -= src
return ..()
/obj/structure/destructible/clockwork/ratvar_act()
if(GLOB.ratvar_awakens || GLOB.clockwork_gateway_activated)
obj_integrity = max_integrity
/obj/structure/destructible/clockwork/narsie_act()
if(take_damage(rand(25, 50), BRUTE) && src) //if we still exist
var/previouscolor = color
color = "#960000"
animate(src, color = previouscolor, time = 8)
addtimer(CALLBACK(src, /atom/proc/update_atom_colour), 8)
/obj/structure/destructible/clockwork/examine(mob/user)
var/can_see_clockwork = is_servant_of_ratvar(user) || isobserver(user)
if(can_see_clockwork && clockwork_desc)
desc = clockwork_desc
..()
desc = initial(desc)
if(unanchored_icon)
to_chat(user, "<span class='notice'>[src] is [anchored ? "":"not "]secured to the floor.</span>")
/obj/structure/destructible/clockwork/examine_status(mob/user)
if(is_servant_of_ratvar(user) || isobserver(user))
var/t_It = p_they(TRUE)
var/t_is = p_are()
var/heavily_damaged = FALSE
var/healthpercent = (obj_integrity/max_integrity) * 100
if(healthpercent < 50)
heavily_damaged = TRUE
return "<span class='[heavily_damaged ? "alloy":"brass"]'>[t_It] [t_is] at <b>[obj_integrity]/[max_integrity]</b> integrity[heavily_damaged ? "!":"."]</span>"
return ..()
/obj/structure/destructible/clockwork/attack_hulk(mob/living/carbon/human/user, does_attack_animation = 0)
if(is_servant_of_ratvar(user) && immune_to_servant_attacks)
return FALSE
return ..()
/obj/structure/destructible/clockwork/hulk_damage()
return 20
/obj/structure/destructible/clockwork/attack_generic(mob/user, damage_amount = 0, damage_type = BRUTE, damage_flag = 0, sound_effect = 1)
if(is_servant_of_ratvar(user) && immune_to_servant_attacks)
return FALSE
return ..()
/obj/structure/destructible/clockwork/mech_melee_attack(obj/mecha/M)
if(M.occupant && is_servant_of_ratvar(M.occupant) && immune_to_servant_attacks)
return FALSE
return ..()
/obj/structure/destructible/clockwork/proc/get_efficiency_mod()
if(GLOB.ratvar_awakens)
return 2
. = max(sqrt(obj_integrity/max(max_integrity, 1)), 0.5)
. = round(., 0.01)
/obj/structure/destructible/clockwork/attack_ai(mob/user)
if(is_servant_of_ratvar(user))
attack_hand(user)
/obj/structure/destructible/clockwork/attack_animal(mob/living/simple_animal/M)
if(is_servant_of_ratvar(M))
attack_hand(M)
return FALSE
else
return ..()
/obj/structure/destructible/clockwork/attackby(obj/item/I, mob/user, params)
if(is_servant_of_ratvar(user) && istype(I, /obj/item/wrench) && unanchored_icon)
if(default_unfasten_wrench(user, I, 50) == SUCCESSFUL_UNFASTEN)
update_anchored(user)
return 1
return ..()
/obj/structure/destructible/clockwork/attacked_by(obj/item/I, mob/living/user)
if(is_servant_of_ratvar(user) && immune_to_servant_attacks)
return FALSE
return ..()
/obj/structure/destructible/clockwork/proc/update_anchored(mob/user, do_damage)
if(anchored)
icon_state = initial(icon_state)
else
icon_state = unanchored_icon
if(do_damage)
playsound(src, break_sound, 10 * (40 * (1 - get_efficiency_mod())), 1)
take_damage(round(max_integrity * 0.25, 1), BRUTE)
to_chat(user, "<span class='warning'>As you unsecure [src] from the floor, you see cracks appear in its surface!</span>")
/obj/structure/destructible/clockwork/emp_act(severity)
if(anchored && unanchored_icon)
anchored = FALSE
update_anchored(null, obj_integrity > max_integrity * 0.25)
new /obj/effect/temp_visual/emp(loc)
//for the ark and Ratvar
/obj/structure/destructible/clockwork/massive
name = "massive construct"
desc = "A very large construction."
layer = MASSIVE_OBJ_LAYER
density = FALSE
resistance_flags = LAVA_PROOF | FIRE_PROOF | ACID_PROOF | FREEZE_PROOF
/obj/structure/destructible/clockwork/massive/Initialize()
. = ..()
GLOB.poi_list += src
/obj/structure/destructible/clockwork/massive/Destroy()
GLOB.poi_list -= src
return ..()
/obj/structure/destructible/clockwork/massive/singularity_pull(S, current_size)
return
//the base clockwork machinery, which is not actually machines, but happens to use power
/obj/structure/destructible/clockwork/powered
var/obj/machinery/power/apc/target_apc
var/active = FALSE
var/needs_power = TRUE
var/active_icon = null //icon_state while process() is being called
var/inactive_icon = null //icon_state while process() isn't being called
/obj/structure/destructible/clockwork/powered/examine(mob/user)
..()
if(is_servant_of_ratvar(user) || isobserver(user))
if(!can_access_clockwork_power(src))
to_chat(user, "<span class='alloy'>It has no access to the power network! Create a sigil of transmission nearby.</span>")
else
to_chat(user, "<span class='brass'>It has access to <b>[DisplayPower(get_clockwork_power())]</b> of power.</span>")
/obj/structure/destructible/clockwork/powered/Destroy()
SSfastprocess.processing -= src
SSobj.processing -= src
return ..()
/obj/structure/destructible/clockwork/powered/process()
var/powered = can_access_clockwork_power(src)
return powered == PROCESS_KILL ? 25 : powered //make sure we don't accidentally return the arbitrary PROCESS_KILL define
/obj/structure/destructible/clockwork/powered/can_be_unfasten_wrench(mob/user, silent)
if(active)
if(!silent)
to_chat(user, "<span class='warning'>[src] needs to be disabled before it can be unsecured!</span>")
return FAILED_UNFASTEN
return ..()
/obj/structure/destructible/clockwork/powered/proc/toggle(fast_process, mob/living/user)
if(user)
if(!is_servant_of_ratvar(user))
return FALSE
if(!anchored && !active)
to_chat(user, "<span class='warning'>[src] needs to be secured to the floor before it can be activated!</span>")
return FALSE
visible_message("<span class='notice'>[user] [active ? "dis" : "en"]ables [src].</span>", "<span class='brass'>You [active ? "dis" : "en"]able [src].</span>")
active = !active
if(active)
icon_state = active_icon
if(fast_process)
START_PROCESSING(SSfastprocess, src)
else
START_PROCESSING(SSobj, src)
else
icon_state = inactive_icon
if(fast_process)
STOP_PROCESSING(SSfastprocess, src)
else
STOP_PROCESSING(SSobj, src)
return TRUE
/obj/structure/destructible/clockwork/powered/proc/forced_disable(bad_effects)
if(active)
toggle()
/obj/structure/destructible/clockwork/powered/emp_act(severity)
if(forced_disable(TRUE))
new /obj/effect/temp_visual/emp(loc)
/obj/structure/destructible/clockwork/powered/proc/try_use_power(amount) //try to use an amount of power
if(!needs_power || GLOB.ratvar_awakens || !amount)
return TRUE
if(!can_access_clockwork_power(src, amount))
return
return use_power(amount)
/obj/structure/destructible/clockwork/powered/proc/use_power(amount) //we've made sure we had power, so now we use it
return adjust_clockwork_power(-amount)