/
radioactive_nebula.dm
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/
radioactive_nebula.dm
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/// Trait for tracking if something already has the fake irradiation effect, so we don't waste time on effect operations if otherwise unnecessary
#define TRAIT_RADIOACTIVE_NEBULA_FAKE_IRRADIATED "radioactive_nebula_fake_irradiated"
/// Controls making objects irradiated when Radioactive Nebula is in effect.
SUBSYSTEM_DEF(radioactive_nebula)
name = "Radioactive Nebula"
flags = SS_BACKGROUND
wait = 30 SECONDS
VAR_PRIVATE
datum/station_trait/nebula/hostile/radiation/radioactive_nebula
/datum/controller/subsystem/radioactive_nebula/Initialize()
radioactive_nebula = locate() in SSstation.station_traits
if (!radioactive_nebula)
can_fire = FALSE
return SS_INIT_NO_NEED
// We don't *really* care that this happens by the time the server is ready to play.
ASYNC
irradiate_everything()
// Don't leak that the station trait has been picked
return SS_INIT_NO_MESSAGE
/// Makes something appear irradiated for the purposes of the Radioactive Nebula
/datum/controller/subsystem/radioactive_nebula/proc/fake_irradiate(atom/movable/target)
if (HAS_TRAIT(target, TRAIT_RADIOACTIVE_NEBULA_FAKE_IRRADIATED))
return
ADD_TRAIT(target, TRAIT_RADIOACTIVE_NEBULA_FAKE_IRRADIATED, REF(src))
if(iscarbon(target))//Don't actually make EVERY. SINGLE. THING. RADIOACTIVE. Just irradiate people
target.AddComponent( \
/datum/component/radioactive_exposure, \
minimum_exposure_time = NEBULA_RADIATION_MINIMUM_EXPOSURE_TIME, \
irradiation_chance_base = RADIATION_EXPOSURE_NEBULA_BASE_CHANCE, \
irradiation_chance_increment = RADIATION_EXPOSURE_NEBULA_CHANCE_INCREMENT, \
irradiation_interval = RADIATION_EXPOSURE_NEBULA_CHECK_INTERVAL, \
source = src, \
radioactive_areas = radioactive_nebula.radioactive_areas, \
)
else if(isobj(target)) //and fake the rest
//outline clashes too much with other outlines and creates pretty ugly lines
target.add_filter(GLOW_NEBULA, 2, list("type" = "drop_shadow", "color" = radioactive_nebula.nebula_radglow, "size" = 2))
/datum/controller/subsystem/radioactive_nebula/fire()
irradiate_everything()
/// Loop through radioactive space (with lag checks) and make it all radioactive!
/datum/controller/subsystem/radioactive_nebula/proc/irradiate_everything()
for (var/area/area as anything in get_areas(radioactive_nebula.radioactive_areas))
for (var/list/zlevel_turfs as anything in area.get_zlevel_turf_lists())
for (var/turf/area_turf as anything in zlevel_turfs)
for (var/atom/movable/target as anything in area_turf)
fake_irradiate(target)
CHECK_TICK
/// Remove the fake radiation. The compontent we add to mobs handles its own removal
/datum/controller/subsystem/radioactive_nebula/proc/fake_unirradiate(atom/movable/leaver)
REMOVE_TRAIT(leaver, TRAIT_RADIOACTIVE_NEBULA_FAKE_IRRADIATED, REF(src))
leaver.remove_filter(GLOW_NEBULA)
#undef TRAIT_RADIOACTIVE_NEBULA_FAKE_IRRADIATED