Files
Aurora.3/code/ZAS/Airflow.dm
Erki baf0ab2ffa Merge pull request #4306 from Lohikar/movable_sanity
changes:

ZAS knockdown is now only applied to movables that are within 16 tiles of one of the edge's turfs. There's probably faster ways to do this, but this should be fine for now.
Fixes #2917.
2018-03-10 20:36:03 +02:00

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/*
Contains helper procs for airflow, handled in /connection_group.
*/
mob/var/tmp/last_airflow_stun = 0
mob/proc/airflow_stun()
if(stat == 2)
return 0
if(last_airflow_stun > world.time - vsc.airflow_stun_cooldown) return 0
if(!(status_flags & CANSTUN) && !(status_flags & CANWEAKEN))
src << "<span class='notice'>You stay upright as the air rushes past you.</span>"
return 0
if(buckled)
src << "<span class='notice'>Air suddenly rushes past you!</span>"
return 0
if(!lying)
src << "<span class='warning'>The sudden rush of air knocks you over!</span>"
Weaken(5)
last_airflow_stun = world.time
mob/living/silicon/airflow_stun()
return
mob/living/carbon/slime/airflow_stun()
return
mob/living/carbon/human/airflow_stun()
if(shoes)
if(shoes.item_flags & NOSLIP) return 0
..()
atom/movable/proc/check_airflow_movable(n)
if(anchored && !ismob(src)) return 0
if(!istype(src,/obj/item) && n < vsc.airflow_dense_pressure) return 0
return 1
mob/check_airflow_movable(n)
if(n < vsc.airflow_heavy_pressure)
return 0
return 1
mob/abstract/observer/check_airflow_movable()
return 0
mob/living/silicon/check_airflow_movable()
return 0
obj/item/check_airflow_movable(n)
. = ..()
switch(w_class)
if(2)
if(n < vsc.airflow_lightest_pressure) return 0
if(3)
if(n < vsc.airflow_light_pressure) return 0
if(4,5)
if(n < vsc.airflow_medium_pressure) return 0
/atom/movable/var/tmp/turf/airflow_dest
/atom/movable/var/tmp/airflow_speed = 0
/atom/movable/var/tmp/airflow_time = 0
/atom/movable/var/tmp/last_airflow = 0
/atom/movable/proc/AirflowCanMove(n)
return 1
/mob/AirflowCanMove(n)
if(status_flags & GODMODE)
return 0
if(buckled)
return 0
var/obj/item/shoes = get_equipped_item(slot_shoes)
if(istype(shoes) && (shoes.item_flags & NOSLIP))
return 0
return 1
/*
/atom/movable/proc/GotoAirflowDest(n)
and
/atom/movable/proc/RepelAirflowDest(n)
have been moved to SSairflow.
*/
atom/movable/proc/airflow_hit(atom/A)
airflow_speed = 0
airflow_dest = null
mob/airflow_hit(atom/A)
for(var/mob/M in hearers(src))
M.show_message("<span class='danger'>\The [src] slams into \a [A]!</span>",1,"<span class='danger'>You hear a loud slam!</span>",2)
playsound(src.loc, "smash.ogg", 25, 1, -1)
var/weak_amt = istype(A,/obj/item) ? A:w_class : rand(1,5) //Heheheh
Weaken(weak_amt)
. = ..()
obj/airflow_hit(atom/A)
for(var/mob/M in hearers(src))
M.show_message("<span class='danger'>\The [src] slams into \a [A]!</span>",1,"<span class='danger'>You hear a loud slam!</span>",2)
playsound(src.loc, "smash.ogg", 25, 1, -1)
. = ..()
obj/item/airflow_hit(atom/A)
airflow_speed = 0
airflow_dest = null
mob/living/carbon/human/airflow_hit(atom/A)
// for(var/mob/M in hearers(src))
// M.show_message("<span class='danger'>[src] slams into [A]!</span>",1,"<span class='danger'>You hear a loud slam!</span>",2)
playsound(src.loc, "punch", 25, 1, -1)
if (prob(33))
loc:add_blood(src)
bloody_body(src)
var/b_loss = airflow_speed * vsc.airflow_damage
var/blocked = run_armor_check("head","melee")
apply_damage(b_loss/3, BRUTE, "head", blocked, 0, "Airflow")
blocked = run_armor_check("chest","melee")
apply_damage(b_loss/3, BRUTE, "chest", blocked, 0, "Airflow")
blocked = run_armor_check("groin","melee")
apply_damage(b_loss/3, BRUTE, "groin", blocked, 0, "Airflow")
if(airflow_speed > 10)
Paralyse(round(airflow_speed * vsc.airflow_stun))
Stun(paralysis + 3)
else
Stun(round(airflow_speed * vsc.airflow_stun/2))
. = ..()
zone/proc/movables(list/origins)
. = list()
if (!origins || !origins.len)
return
var/static/list/movables_tcache = typecacheof(list(/obj/effect, /mob/abstract))
var/atom/movable/AM
for (var/testing_turf in contents)
for (var/am in testing_turf)
AM = am
if (AM.simulated && !AM.anchored && !movables_tcache[AM.type])
for (var/source_turf in origins)
if (get_dist(testing_turf, source_turf) <= EDGE_KNOCKDOWN_MAX_DISTANCE)
.[AM] = TRUE
break
CHECK_TICK