/atom/movable
/** Used to check wether or not an atom is being handled by SSfalling. */
var/tmp/multiz_falling = 0
/**
* Verb for the mob to move up a z-level if possible.
*/
/mob/verb/up()
set name = "Move Upwards"
set category = "IC"
if(zMove(UP))
to_chat(usr, "You move upwards.")
/**
* Verb for the mob to move down a z-level if possible.
*/
/mob/verb/down()
set name = "Move Down"
set category = "IC"
if(zMove(DOWN))
to_chat(usr, "You move down.")
/**
* Used to check if a mob can move up or down a Z-level and to then actually do the move.
*
* @param direction The direction in which we're moving. Expects defines UP or DOWN.
*
* @return TRUE if the mob has been successfully moved a Z-level.
* FALSE otherwise.
*/
/mob/proc/zMove(direction)
// In the case of an active eyeobj, move that instead.
if (eyeobj)
return eyeobj.zMove(direction)
if (istype(src.loc,/obj/mecha))
return FALSE
// Check if we can actually travel a Z-level.
if (!can_ztravel(direction))
to_chat(src, "You lack means of travel in that direction.")
return FALSE
var/turf/destination = (direction == UP) ? GetAbove(src) : GetBelow(src)
if(!destination)
to_chat(src, "There is nothing of interest in this direction.")
return FALSE
var/turf/start = get_turf(src)
if(!start.CanZPass(src, direction))
to_chat(src, "\The [start] is in the way.")
return FALSE
if(!destination.CanZPass(src, direction))
to_chat(src, "You bump against \the [destination].")
return FALSE
var/area/area = get_area(src)
// If we want to move up,but the current area has gravity. Invoke CanAvoidGravity()
// to check if this move is possible.
if(direction == UP && area.has_gravity() && !CanAvoidGravity())
to_chat(src, "Gravity stops you from moving upward.")
return FALSE
// Check for blocking atoms at the destination.
for (var/atom/A in destination)
if (!A.CanPass(src, start, 1.5, 0))
to_chat(src, "\The [A] blocks you.")
return FALSE
// Actually move.
Move(destination)
return TRUE
/mob/living/zMove(direction)
if (is_ventcrawling)
var/obj/machinery/atmospherics/pipe/zpipe/P = loc
if (istype(P) && P.can_z_crawl(src, direction))
return P.handle_z_crawl(src, direction)
return ..()
/mob/abstract/eye/zMove(direction)
var/turf/destination = (direction == UP) ? GetAbove(src) : GetBelow(src)
if(destination)
setLoc(destination)
else
to_chat(owner, "There is nothing of interest in this direction.")
/mob/abstract/observer/zMove(direction)
var/turf/destination = (direction == UP) ? GetAbove(src) : GetBelow(src)
if(destination)
forceMove(destination)
else
to_chat(src, "There is nothing of interest in this direction.")
/mob/living/carbon/human/bst/zMove(direction)
var/turf/destination = (direction == UP) ? GetAbove(src) : GetBelow(src)
if(destination)
forceMove(destination)
else
to_chat(src, "There is nothing of interest in this direction.")
/**
* An initial check for Z-level travel. Called relatively early in mob/proc/zMove.
*
* Useful for overwriting and special conditions for STOPPING z-level transit.
*
* @return TRUE if the mob can move a Z-level of its own volition.
* FALSE otherwise.
*/
/mob/proc/can_ztravel(var/direction)
return FALSE
/mob/abstract/observer/can_ztravel(var/direction)
return TRUE
/mob/living/carbon/human/can_ztravel(var/direction)
if(incapacitated())
return FALSE
if(Allow_Spacemove())
return TRUE
for(var/turf/simulated/T in RANGE_TURFS(1,src))
if(T.density)
if(Check_Shoegrip(FALSE))
return TRUE
/mob/living/carbon/human/proc/climb(var/direction, var/turf/source, var/climb_bonus)
var/turf/destination
if(direction == UP)
destination = GetAbove(source)
else
destination = GetBelow(source)
if(!destination)
return
if(stat || paralysis || stunned || weakened || lying || restrained() || buckled)
return
if(destination.density)
to_chat(src, "There is something obstructing your destination!")
return
for(var/obj/O in destination)
if(O.density)
to_chat(src, "There is something obstructing your destination!")
return
visible_message("The [src] begins to climb [(direction == UP) ? "upwards" : "downwards"].",
"You begin to climb [(direction == UP) ? "upwards" : "downwards"].")
var/climb_chance = 50
var/climb_speed = 45 SECONDS
var/will_succeed = FALSE
var/turf/stack_turf = get_turf(src) //turf upon which obejcts must be stacked upon to gain vantage
var/speed_bonus = 0
if(direction == DOWN)
stack_turf = destination
if(species && !species.natural_climbing)
for(var/obj/O in stack_turf)
if(O.w_class >= 4.0 || O.anchored) //if an object is anchored it's stable footing
climb_chance = min(100, climb_chance + O.w_class) //large items increase your reach
speed_bonus = min(15, speed_bonus + 1)
else
climb_chance = max(0, climb_chance - O.w_class) //small items destabilize your footing
speed_bonus = max(0, speed_bonus - 1)
if(climb_bonus)
climb_chance = min(100, climb_chance + climb_bonus)
else
climb_chance = 100
if(species && species.climb_coeff)
climb_speed = round(max(1, (species.climb_coeff * climb_speed) - speed_bonus), 1)
if(prob(climb_chance))
will_succeed = TRUE
if(do_after(src, climb_speed, extra_checks = CALLBACK(src, .proc/climb_check, will_succeed, climb_chance, climb_speed, direction, destination)))
if(will_succeed)
visible_message("\The [src] climbs [(direction == UP) ? "upwards" : "downwards"].",
"You climb [(direction == UP) ? "upwards" : "downwards"].")
forceMove(destination)
return
else
visible_message("\The [src] slips and falls as they climb [(direction == UP) ? "upwards" : "downwards"]!",
"You slip and fall as you climb [(direction == UP) ? "upwards" : "downwards"]!")
if(direction == DOWN)
Move(destination)
fall_impact(1, damage_mod = min(1, max(0.2, ((100-climb_chance)/100) - 0.2)))
/mob/living/carbon/human/proc/climb_check(var/success, var/climb_chance, var/speed, var/direction, var/turf/destination) //purely for immersion and variety
if((last_special < world.time) && !success) //if you will succeed you can't fail
last_special = world.time + speed/10
if(prob(100 - climb_chance)) //The worse you are the sooner you'll fail.
visible_message("\The [src] slips and falls as they climb [(direction == UP) ? "upwards" : "downwards"]!",
"You slip and fall as you climb [(direction == UP) ? "upwards" : "downwards"]!")
if(direction == DOWN)
Move(destination)
fall_impact(1, damage_mod = min(1, max(0.2, ((100-climb_chance)/100) - 0.2)))
return 0
return 1
/mob/living/silicon/robot/can_ztravel(var/direction)
if(incapacitated() || is_dead())
return FALSE
if(Allow_Spacemove()) //Checks for active jetpack
return TRUE
for(var/turf/simulated/T in RANGE_TURFS(1,src)) //Robots get "magboots"
if(T.density)
return TRUE
/**
* Used to determine whether or not a given mob can override gravity when
* attempting to Z-move UP.
*
* Returns FALSE in standard mob cases. Exists for carbon/human and other child overrides.
*
* @return TRUE if the mob can Z-move up despite gravity.
* FALSE otherwise.
*/
/mob/proc/CanAvoidGravity()
return FALSE
// Humans and borgs have jetpacks which allows them to override gravity! Or rather,
// they can have them. So we override and check.
/mob/living/carbon/human/CanAvoidGravity()
if (!restrained())
var/obj/item/weapon/tank/jetpack/thrust = GetJetpack(src)
if (thrust && !lying && thrust.allow_thrust(0.01, src))
return TRUE
return ..()
/mob/living/silicon/robot/CanAvoidGravity()
var/obj/item/weapon/tank/jetpack/thrust = GetJetpack(src)
if (thrust && thrust.allow_thrust(0.02, src))
return TRUE
return ..()
/**
* An overridable proc used by SSfalling to determine whether or not an atom
* should continue falling to the next level, or stop processing and be caught
* in midair, effectively. One of the ways to make things never fall is to make
* this return FALSE.
*
* If the mob has fallen and is stopped amidst a fall by this, fall_impact is
* invoked with the second argument being TRUE. As opposed to the default value, FALSE.
*
* @param below The turf that the mob is expected to end up at.
* @param dest The tile we're presuming the mob to be at for this check. Default
* value is src.loc, (src. is important there!) but this is used for magboot lookahead
* checks it turf/simulated/open/Enter().
*
* @return TRUE if the atom can continue falling in its present situation.
* FALSE if it should stop falling and not invoke fall_through or fall_impact
* this cycle.
*/
/atom/movable/proc/can_fall(turf/below, turf/simulated/open/dest = src.loc)
if (!istype(dest) || !dest.is_hole)
return FALSE
// Anchored things don't fall.
if(anchored)
return FALSE
// Lattices, ladders, and stairs stop things from falling.
if(locate(/obj/structure/lattice, dest) || locate(/obj/structure/stairs, dest))
return FALSE
if(ismob(src) && locate(/obj/structure/ladder, dest)) //hmmm how is this locker just floating here?
return FALSE
// The var/climbers API is implemented here.
if (LAZYLEN(dest.climbers) && (src in dest.climbers))
return FALSE
// See if something prevents us from falling.
for (var/atom/A in below)
if(!A.CanPass(src, dest))
return FALSE
// True otherwise.
return TRUE
/obj/effect/can_fall()
return FALSE
/obj/effect/decal/cleanable/can_fall()
return TRUE
/obj/item/pipe/can_fall(turf/below, turf/simulated/open/dest = src.loc)
. = ..()
if((locate(/obj/structure/disposalpipe/up) in below) || locate(/obj/machinery/atmospherics/pipe/zpipe/up in below))
return FALSE
// Only things that stop mechas are atoms that, well, stop them.
// Lattices and stairs get crushed in fall_through.
/obj/mecha/can_fall(turf/below, turf/simulated/open/dest = src.loc)
// The var/climbers API is implemented here.
if (LAZYLEN(dest.climbers) && (src in dest.climbers))
return FALSE
if (!dest.is_hole)
return FALSE
// See if something prevents us from falling.
for(var/atom/A in below)
if(!A.CanPass(src, dest))
return FALSE
// True otherwise.
return TRUE
/mob/living/carbon/human/can_fall(turf/below, turf/simulated/open/dest = src.loc)
// Special condition for jetpack mounted folk!
if (!restrained())
var/obj/item/weapon/tank/jetpack/thrust = GetJetpack(src)
if (thrust && thrust.stabilization_on &&\
!lying && thrust.allow_thrust(0.01, src))
return FALSE
return ..()
/mob/living/carbon/human/bst/can_fall()
return fall_override ? FALSE : ..()
/mob/abstract/eye/can_fall()
return FALSE
/mob/living/silicon/robot/can_fall(turf/below, turf/simulated/open/dest = src.loc)
var/obj/item/weapon/tank/jetpack/thrust = GetJetpack(src)
if (thrust && thrust.stabilization_on && thrust.allow_thrust(0.02, src))
return FALSE
return ..()
/**
* Invoked by SSfalling when an atom is moved one open turf to another via falling.
*
* src.loc can be assumed to be of type /turf/simulated/open.
*/
/atom/movable/proc/fall_through()
visible_message("\The [src] falls from the level above through \the [loc]!",
"You hear a whoosh of displaced air.")
/mob/fall_through()
visible_message("\The [src] falls from the level above through \the [loc]!",
"You fall through \the [loc]!", "You hear a whoosh of displaced air.")
/obj/mecha/fall_through()
var/obj/structure/lattice/L = locate() in loc
if (L)
visible_message("\The [src] crushes \the [L] with its weight!")
qdel(L)
var/obj/structure/stairs/S = locate() in loc
if (S)
visible_message("\The [src] crushes \the [S] with its weight!")
qdel(S)
/**
* Invoked when an atom has landed on a tile through which they can no longer fall.
*
* src.loc now contains the final and updated position of the atom.
*
* @param levels_fallen How many Z-levels the atom has fallen before landing
* on its current loc.
* @param stopped_early TRUE if the fall was stopped by can_fall.
* FALSE if the fall was stopped by the fact that the atom
* was no longer on an open turf.
*
* @return TRUE if the proc ran completely. FALSE otherwise. Used to determine
* if child procs should continue running or not, really.
*/
/atom/movable/proc/fall_impact(levels_fallen, stopped_early = FALSE, var/damage_mod = 1)
// No gravity, stop falling into spess!
var/area/area = get_area(src)
if (istype(loc, /turf/space) || (area && !area.has_gravity()))
return FALSE
visible_message("\The [src] falls and lands on \the [loc]!", "You hear a thud!")
return TRUE
// Mobs take damage if they fall!
/mob/living/fall_impact(levels_fallen, stopped_early = FALSE, var/damage_mod = 1)
// No gravity, stop falling into spess!
var/area/area = get_area(src)
if (istype(loc, /turf/space) || (area && !area.has_gravity()))
return FALSE
visible_message("\The [src] falls and lands on \the [loc]!",
"With a loud thud, you land on \the [loc]!", "You hear a thud!")
var/z_velocity = 5*(levels_fallen**2)
var/damage = ((60 + z_velocity) + rand(-20,20)) * damage_mod
apply_damage(damage, BRUTE)
// The only piece of duplicate code. I was so close. Soooo close. :ree:
if(!isSynthetic())
switch(damage)
if(-INFINITY to 10)
playsound(src.loc, "sound/weapons/bladeslice.ogg", 50, 1)
if(11 to 50)
playsound(src.loc, "sound/weapons/punch[rand(1, 4)].ogg", 75, 1)
if(51 to INFINITY)
playsound(src.loc, "sound/weapons/heavysmash.ogg", 100, 1)
else
playsound(src.loc, "sound/weapons/genhit1.ogg", 75, 1)
else
playsound(src.loc, "sound/weapons/smash.ogg", 75, 1)
return TRUE
/mob/living/carbon/human/fall_impact(levels_fallen, stopped_early = FALSE, var/damage_mod = 1)
// No gravity, stop falling into spess!
var/area/area = get_area(src)
if (istype(loc, /turf/space) || (area && !area.has_gravity()))
return FALSE
var/obj/item/weapon/rig/rig = get_rig()
if (istype(rig))
for (var/obj/item/rig_module/actuators/A in rig.installed_modules)
if (A.active && rig.check_power_cost(src, 10, A, 0))
visible_message("\The [src] lands flawlessly with \his [rig].",
"You hear an electric *whirr* right after the slam!")
return FALSE
var/combat_roll = 1
if(lying)
combat_roll = 0.7 //If you're sleeping, you take less damage because your body is less rigid. It's science 'n shit.
if(!sleeping)
combat_roll = 0.2 //Combat roll!
visible_message("\The [src] tucks into a roll as they hit \the [loc]!",
"You tuck into a roll as you hit \the [loc], minimizing damage!")
var/z_velocity = 5*(levels_fallen**2)
var/damage = (((60 * species.fall_mod) + z_velocity) + rand(-20,20)) * combat_roll * damage_mod
var/limb_damage = rand(0,damage/2)
if(prob(30) && combat_roll >= 1) //landed on their head
apply_damage(limb_damage, BRUTE, "head")
visible_message("\The [src] falls and lands on their face!",
"With a loud thud, you land on your head. Hard.", "You hear a thud!")
else if(prob(30) && combat_roll >= 1) //landed on their arms
var/left_damage = rand(0,damage/4)
var/right_damage = rand(0,damage/4)
var/lefth_damage = rand(0,damage/4)
var/righth_damage = rand(0,damage/4)
apply_damage(left_damage, BRUTE, "l_arm")
apply_damage(right_damage, BRUTE, "r_arm")
if(prob(50))
apply_damage(lefth_damage, BRUTE, "r_hand")
if(prob(50))
apply_damage(righth_damage, BRUTE, "l_hand")
limb_damage = left_damage + right_damage + lefth_damage + righth_damage
visible_message("\The [src] falls and lands arms first!",
"You brace your fall with your arms, hitting \the [loc] with a loud thud.", "You hear a thud!")
else if(prob(30) && combat_roll >= 1)//landed on their legs
var/left_damage = rand(0,damage/2)
var/right_damage = rand(0,damage/2)
var/leftf_damage = rand(0,damage/4)
var/rightf_damage = rand(0,damage/4)
var/groin_damage = rand(0,damage/4)
apply_damage(left_damage, BRUTE, "l_leg")
apply_damage(right_damage, BRUTE, "r_leg")
if(prob(50))
apply_damage(leftf_damage, BRUTE, "r_foot")
if(prob(50))
apply_damage(leftf_damage, BRUTE, "l_foot")
if(prob(50))
apply_damage(groin_damage, BRUTE, "groin")
visible_message("\The [src] falls and lands directly on their legs!",
"You land on your feet, and the impact brings you to your knees.")
limb_damage = left_damage + right_damage + leftf_damage + rightf_damage + groin_damage
else
limb_damage = 0
if(combat_roll >= 0.5)
visible_message("\The [src] falls and lands on \the [loc]!",
"With a loud thud, you land on \the [loc]!", "You hear a thud!")
apply_damage(damage - limb_damage, BRUTE, "chest")
Weaken(rand(damage/4, damage/2))
updatehealth()
// Humans can be synthetic. Never forgetti.
if(!isSynthetic())
switch(damage)
if(-INFINITY to 10)
playsound(src.loc, "sound/weapons/bladeslice.ogg", 50, 1)
if(11 to 50)
playsound(src.loc, "sound/weapons/punch[rand(1, 4)].ogg", 75, 1)
if(51 to INFINITY)
playsound(src.loc, "sound/weapons/heavysmash.ogg", 100, 1)
else
playsound(src.loc, "sound/weapons/genhit1.ogg", 75, 1)
else
playsound(src.loc, "sound/weapons/smash.ogg", 75, 1)
// Stats.
SSfeedback.IncrementSimpleStat("openturf_human_falls")
addtimer(CALLBACK(src, .proc/post_fall_death_check), 2 MINUTES, TIMER_UNIQUE | TIMER_OVERRIDE)
return TRUE
/mob/living/carbon/human/proc/post_fall_death_check()
if (stat == DEAD)
SSfeedback.IncrementSimpleStat("openturf_human_deaths")
/mob/living/carbon/human/bst/fall_impact()
return FALSE
/obj/mecha/fall_impact(levels_fallen, stopped_early = FALSE, var/damage_mod = 1)
. = ..()
if (!.)
return
var/z_velocity = 5*(levels_fallen**2)
var/damage = ((60 + z_velocity) + rand(-20,20)) * damage_mod
take_damage(damage)
playsound(loc, "sound/effects/bang.ogg", 100, 1)
playsound(loc, "sound/effects/bamf.ogg", 100, 1)
/obj/vehicle/fall_impact(levels_fallen, stopped_early = FALSE, var/damage_mod = 1)
. = ..()
if (!.)
return
var/z_velocity = 5*(levels_fallen**2)
var/damage = ((60 + z_velocity) + rand(-20,20)) * damage_mod
health -= (damage * brute_dam_coeff)
playsound(loc, "sound/effects/clang.ogg", 75, 1)
/**
* Used to handle damage dealing for objects post fall. Why is it separated from
* fall_impact? Because putting this into fall_impact would make the procs a huge
* mess of snowflake istype(src, x) checks. And I'm trying to avoid this by making
* the system quite atomic.
*
* @param levels_fallen How many Z-levels the atom has fallen before landing
* on its current loc.
* @param stopped_early TRUE if the fall was stopped by can_fall.
* FALSE if the fall was stopped by the fact that the atom
* was no longer on an open turf.
*
* @return The /mob/living that was hit. null if no mob was hit.
*/
/atom/movable/proc/fall_collateral(levels_fallen, stopped_early = FALSE)
// No gravity, stop falling into spess!
var/area/area = get_area(src)
if (istype(loc, /turf/space) || (area && !area.has_gravity()))
return null
var/list/fall_specs = fall_get_specs(levels_fallen)
var/weight = fall_specs[1]
var/fall_force = fall_specs[2]
if(weight >= 3 && fall_force <= 5) //Necessary because some big large obj's do not have a defined throw_force (mechs, lockers, pianos, etc)
fall_force = throw_range
var/speed = ((levels_fallen-1) + throw_speed) / THROWFORCE_SPEED_DIVISOR
var/mass = weight + density + opacity //1
var/momentum = speed * mass //8
if(weight <= 10) //Keeps damages sane.
momentum = momentum / THROWNOBJ_KNOCKBACK_DIVISOR
var/damage = round(fall_force * momentum) //64
var/miss_chance = max(10 * (levels_fallen), 0)
if (prob(miss_chance))
return null
if (damage < 1)
return null
var/mob/living/L = null
// Can't use locate due to the if check.
for (var/mob/living/ll in loc)
// in contents check exists for vehicles, mechas, etcetera.
if (ll != src && !(ll in contents))
L = ll
break
if (!L)
return null
if (ishuman(L))
var/mob/living/carbon/human/H = L
var/cranial_damage = rand(0,damage/2)
H.apply_damage(cranial_damage, BRUTE, "head")
H.apply_damage((damage - cranial_damage), BRUTE, "chest")
if (damage >= THROWNOBJ_KNOCKBACK_DIVISOR)
H.Weaken(rand(damage / 4, damage / 2))
else
L.apply_damage(damage, BRUTE)
L.visible_message("\The [L] had \the [src] fall onto \him!",
"You had \the [src] fall onto you and strike you!")
admin_attack_log((ismob(src) ? src : null), L, "fell onto", "was fallen on by", "fell ontop of")
playsound(L.loc, "sound/waepons/genhit[rand(1, 3)].ogg", 75, 1)
return L
/mob/fall_collateral(levels_fallen, stopped_early = FALSE)
. = ..()
if (.)
to_chat(src, "You fell ontop of \the [.]!")
/**
* Helper proc for customizing which attributes should be used in fall damage
* calculations. Allows for greater control over the damage. (Drop pods, anyone?)
*
* @param levels_fallen How many Z-levels the atom has fallen before landing
* on its current loc.
*
* @return A two entity list: list(weight, fall_force)
*/
/atom/movable/proc/fall_get_specs(levels_fallen)
return list(1, throw_range)
/obj/fall_get_specs(levels_fallen)
return list(w_class, throwforce)
/mob/fall_get_specs(levels_fallen)
return list(mob_size, throw_range)