mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2025-12-25 09:31:13 +00:00
Fixes the command roof De-randomizes fall damage. Fall damage is now the base variable * z_levels_fallen * species.fallmod + rand(-base variable/2, base variable/2) Incorporates the first try at reasonable z_velocity. Base variable + 5(z_levels_fallen^2) Adds toilets to the main level Adds Poly.
503 lines
15 KiB
Plaintext
503 lines
15 KiB
Plaintext
/atom/movable
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/** Used to check wether or not an atom is being handled by SSfalling. */
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var/tmp/multiz_falling = 0
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/**
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* Verb for the mob to move up a z-level if possible.
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*/
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/mob/verb/up()
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set name = "Move Upwards"
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set category = "IC"
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if(zMove(UP))
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to_chat(usr, "<span class='notice'>You move upwards.</span>")
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/**
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* Verb for the mob to move down a z-level if possible.
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*/
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/mob/verb/down()
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set name = "Move Down"
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set category = "IC"
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if(zMove(DOWN))
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to_chat(usr, "<span class='notice'>You move down.</span>")
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/**
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* Used to check if a mob can move up or down a Z-level and to then actually do the move.
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*
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* @param direction The direction in which we're moving. Expects defines UP or DOWN.
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*
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* @return TRUE if the mob has been successfully moved a Z-level.
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* FALSE otherwise.
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*/
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/mob/proc/zMove(direction)
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// In the case of an active eyeobj, move that instead.
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if (eyeobj)
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return eyeobj.zMove(direction)
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// Check if we can actually travel a Z-level.
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if (!can_ztravel())
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to_chat(src, "<span class='warning'>You lack means of travel in that direction.</span>")
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return FALSE
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var/turf/destination = (direction == UP) ? GetAbove(src) : GetBelow(src)
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if(!destination)
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to_chat(src, "<span class='notice'>There is nothing of interest in this direction.</span>")
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return FALSE
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var/turf/start = get_turf(src)
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if(!start.CanZPass(src, direction))
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to_chat(src, "<span class='warning'>\The [start] is in the way.</span>")
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return FALSE
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if(!destination.CanZPass(src, direction))
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to_chat(src, "<span class='warning'>You bump against \the [destination].</span>")
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return FALSE
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var/area/area = get_area(src)
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// If we want to move up,but the current area has gravity. Invoke CanAvoidGravity()
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// to check if this move is possible.
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if(direction == UP && area.has_gravity && !CanAvoidGravity())
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to_chat(src, "<span class='warning'>Gravity stops you from moving upward.</span>")
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return FALSE
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// Check for blocking atoms at the destination.
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for (var/atom/A in destination)
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if (!A.CanPass(src, start, 1.5, 0))
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to_chat(src, "<span class='warning'>\The [A] blocks you.</span>")
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return FALSE
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// Actually move.
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Move(destination)
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return TRUE
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/mob/eye/zMove(direction)
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var/turf/destination = (direction == UP) ? GetAbove(src) : GetBelow(src)
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if(destination)
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setLoc(destination)
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else
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to_chat(owner, "<span class='notice'>There is nothing of interest in this direction.</span>")
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/mob/dead/observer/zMove(direction)
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var/turf/destination = (direction == UP) ? GetAbove(src) : GetBelow(src)
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if(destination)
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forceMove(destination)
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else
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to_chat(src, "<span class='notice'>There is nothing of interest in this direction.</span>")
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/mob/living/carbon/human/bst/zMove(direction)
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var/turf/destination = (direction == UP) ? GetAbove(src) : GetBelow(src)
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if(destination)
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forceMove(destination)
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else
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to_chat(src, "<span class='notice'>There is nothing of interest in this direction.</span>")
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/**
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* An initial check for Z-level travel. Called relatively early in mob/proc/zMove.
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*
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* Useful for overwriting and special conditions for STOPPING z-level transit.
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*
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* @return TRUE if the mob can move a Z-level of its own volition.
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* FALSE otherwise.
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*/
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/mob/proc/can_ztravel()
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return FALSE
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/mob/dead/observer/can_ztravel()
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return TRUE
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/mob/living/carbon/human/can_ztravel()
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if(incapacitated())
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return FALSE
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if(Allow_Spacemove())
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return TRUE
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if(Check_Shoegrip()) //scaling hull with magboots
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for(var/turf/simulated/T in trange(1,src))
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if(T.density)
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return TRUE
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/mob/living/silicon/robot/can_ztravel()
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if(incapacitated() || is_dead())
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return FALSE
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if(Allow_Spacemove()) //Checks for active jetpack
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return TRUE
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for(var/turf/simulated/T in trange(1,src)) //Robots get "magboots"
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if(T.density)
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return TRUE
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/**
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* Used to determine whether or not a given mob can override gravity when
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* attempting to Z-move UP.
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*
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* Returns FALSE in standard mob cases. Exists for carbon/human and other child overrides.
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*
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* @return TRUE if the mob can Z-move up despite gravity.
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* FALSE otherwise.
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*/
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/mob/proc/CanAvoidGravity()
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return FALSE
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// Humans and borgs have jetpacks which allows them to override gravity! Or rather,
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// they can have them. So we override and check.
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/mob/living/carbon/human/CanAvoidGravity()
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if (!restrained())
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var/obj/item/weapon/tank/jetpack/thrust = GetJetpack(src)
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if (thrust && !lying && thrust.allow_thrust(0.01, src))
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return TRUE
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return ..()
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/mob/living/silicon/robot/CanAvoidGravity()
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var/obj/item/weapon/tank/jetpack/thrust = GetJetpack(src)
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if (thrust && thrust.allow_thrust(0.02, src))
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return TRUE
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return ..()
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/**
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* An overridable proc used by SSfalling to determine whether or not an atom
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* should continue falling to the next level, or stop processing and be caught
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* in midair, effectively. One of the ways to make things never fall is to make
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* this return FALSE.
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*
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* If the mob has fallen and is stopped amidst a fall by this, fall_impact is
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* invoked with the second argument being TRUE. As opposed to the default value, FALSE.
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*
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* @param below The turf that the mob is expected to end up at.
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*
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* @return TRUE if the atom can continue falling in its present situation.
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* FALSE if it should stop falling and not invoke fall_through or fall_impact
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* this cycle.
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*/
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/atom/movable/proc/can_fall(turf/below)
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// Anchored things don't fall.
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if(anchored)
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return FALSE
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// Lattices and stairs stop things from falling.
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if(locate(/obj/structure/lattice, loc) || locate(/obj/structure/stairs, loc))
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return FALSE
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// See if something prevents us from falling.
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for(var/atom/A in below)
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if(!A.CanPass(src, src.loc))
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return FALSE
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// True otherwise.
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return TRUE
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/obj/effect/can_fall()
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return FALSE
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/obj/effect/decal/cleanable/can_fall()
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return TRUE
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/obj/item/pipe/can_fall(turf/below)
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. = ..()
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if((locate(/obj/structure/disposalpipe/up) in below) || locate(/obj/machinery/atmospherics/pipe/zpipe/up in below))
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return FALSE
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// Only things that stop mechas are atoms that, well, stop them.
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// Lattices and stairs get crushed in fall_through.
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/obj/mecha/can_fall(turf/below)
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// See if something prevents us from falling.
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for(var/atom/A in below)
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if(!A.CanPass(src, src.loc))
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return FALSE
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// True otherwise.
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return TRUE
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/mob/living/carbon/human/can_fall()
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// Special condition for jetpack mounted folk!
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if (!restrained())
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var/obj/item/weapon/tank/jetpack/thrust = GetJetpack(src)
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if (thrust && thrust.stabilization_on &&\
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!lying && thrust.allow_thrust(0.01, src))
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return FALSE
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return ..()
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/mob/living/carbon/human/bst/can_fall()
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return FALSE
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/mob/living/silicon/robot/can_fall()
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var/obj/item/weapon/tank/jetpack/thrust = GetJetpack(src)
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if (thrust && thrust.stabilization_on && thrust.allow_thrust(0.02, src))
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return FALSE
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return ..()
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/**
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* Invoked by SSfalling when an atom is moved one open turf to another via falling.
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*
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* src.loc can be assumed to be of type /turf/simulated/open.
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*/
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/atom/movable/proc/fall_through()
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visible_message("\The [src] falls from the level above through \the [loc]!",
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"You hear a whoosh of displaced air.")
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/mob/fall_through()
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visible_message("\The [src] falls from the level above through \the [loc]!",
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"You fall through \the [loc]!", "You hear a whoosh of displaced air.")
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/obj/mecha/fall_through()
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var/obj/structure/lattice/L = locate() in loc
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if (L)
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visible_message("<span class='danger'>\The [src] crushes \the [L] with its weight!</span>")
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qdel(L)
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var/obj/structure/stairs/S = locate() in loc
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if (S)
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visible_message("<span class='danger'>\The [src] crushes \the [S] with its weight!</span>")
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qdel(S)
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/**
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* Invoked when an atom has landed on a tile through which they can no longer fall.
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*
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* src.loc now contains the final and updated position of the atom.
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*
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* @param levels_fallen How many Z-levels the atom has fallen before landing
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* on its current loc.
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* @param stopped_early TRUE if the fall was stopped by can_fall.
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* FALSE if the fall was stopped by the fact that the atom
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* was no longer on an open turf.
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*
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* @return TRUE if the proc ran completely. FALSE otherwise. Used to determine
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* if child procs should continue running or not, really.
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*/
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/atom/movable/proc/fall_impact(levels_fallen, stopped_early = FALSE)
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// No gravity, stop falling into spess!
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var/area/area = get_area(src)
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if (istype(loc, /turf/space) || (area && !area.has_gravity))
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return FALSE
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visible_message("\The [src] falls and lands on \the [loc]!", "You hear a thud!")
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return TRUE
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// Mobs take damage if they fall!
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/mob/living/fall_impact(levels_fallen, stopped_early = FALSE)
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// No gravity, stop falling into spess!
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var/area/area = get_area(src)
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if (istype(loc, /turf/space) || (area && !area.has_gravity))
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return FALSE
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visible_message("\The [src] falls and lands on \the [loc]!",
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"With a loud thud, you land on \the [loc]!", "You hear a thud!")
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var/z_velocity = 5*(levels_fallen**2)
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var/damage = ((30 + z_velocity) + rand(-15,15))
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apply_damage(damage, BRUTE)
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apply_damage(damage, BRUTE)
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apply_damage(damage, BRUTE)
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// The only piece of duplicate code. I was so close. Soooo close. :ree:
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if(!isSynthetic())
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switch(damage)
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if(-INFINITY to 10)
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playsound(src.loc, "sound/weapons/bladeslice.ogg", 50, 1)
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if(11 to 50)
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playsound(src.loc, "sound/weapons/punch[rand(1, 4)].ogg", 75, 1)
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if(51 to INFINITY)
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playsound(src.loc, "sound/weapons/heavysmash.ogg", 100, 1)
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else
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playsound(src.loc, "sound/weapons/genhit1.ogg", 75, 1)
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else
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playsound(src.loc, "sound/weapons/smash.ogg", 75, 1)
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return TRUE
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/mob/living/carbon/human/fall_impact(levels_fallen, stopped_early = FALSE)
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// No gravity, stop falling into spess!
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var/area/area = get_area(src)
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if (istype(loc, /turf/space) || (area && !area.has_gravity))
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return FALSE
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visible_message("\The [src] falls and lands on \the [loc]!",
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"With a loud thud, you land on \the [loc]!", "You hear a thud!")
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var/z_velocity = 5*(levels_fallen**2)
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var/damage = (((25 * species.fall_mod) + z_velocity) + rand(-13,13))
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if(prob(20)) //landed on their head
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apply_damage(damage, BRUTE, "head")
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else if(prob(20)) //landed on their arms
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apply_damage(damage, BRUTE, "l_arm")
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apply_damage(damage, BRUTE, "r_arm")
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if(prob(50))
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apply_damage(rand(0, (damage/2)), BRUTE, "r_hand")
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if(prob(50))
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apply_damage(rand(0, (damage/2)), BRUTE, "l_hand")
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else //landed on their legs
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apply_damage(10 + rand(10, damage), BRUTE, "l_leg")
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apply_damage(10 + rand(10, damage), BRUTE, "r_leg")
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if(prob(50))
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apply_damage(rand(0, (damage/2)), BRUTE, "r_foot")
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if(prob(50))
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apply_damage(rand(0, (damage/2)), BRUTE, "l_foot")
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if(prob(50))
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apply_damage(rand(0, (damage/2)), BRUTE, "groin")
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apply_damage(damage, BRUTE, "chest")
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Weaken(rand(0, damage/2))
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updatehealth()
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// Humans can be synthetic. Never forgetti.
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if(!isSynthetic())
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switch(damage)
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if(-INFINITY to 10)
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playsound(src.loc, "sound/weapons/bladeslice.ogg", 50, 1)
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if(11 to 50)
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playsound(src.loc, "sound/weapons/punch[rand(1, 4)].ogg", 75, 1)
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if(51 to INFINITY)
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playsound(src.loc, "sound/weapons/heavysmash.ogg", 100, 1)
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else
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playsound(src.loc, "sound/weapons/genhit1.ogg", 75, 1)
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else
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playsound(src.loc, "sound/weapons/smash.ogg", 75, 1)
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return TRUE
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/mob/living/carbon/human/bst/fall_impact()
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return FALSE
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/obj/mecha/fall_impact(levels_fallen, stopped_early = FALSE)
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. = ..()
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if (!.)
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return
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var/z_velocity = 5*(levels_fallen**2)
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var/damage = ((40 + z_velocity) + rand(-20,20))
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take_damage(damage)
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take_damage(damage)
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take_damage(damage)
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take_damage(damage)
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playsound(loc, "sound/effects/bang.ogg", 100, 1)
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playsound(loc, "sound/effects/bamf.ogg", 100, 1)
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/obj/vehicle/fall_impact(levels_fallen, stopped_early = FALSE)
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. = ..()
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if (!.)
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return
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var/z_velocity = 5*(levels_fallen**2)
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var/damage = ((35 + z_velocity) + rand(-18,18))
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health -= (damage * brute_dam_coeff)
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health -= (damage * brute_dam_coeff)
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health -= (damage * brute_dam_coeff)
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health -= (damage * brute_dam_coeff)
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playsound(loc, "sound/effects/clang.ogg", 75, 1)
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/**
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* Used to handle damage dealing for objects post fall. Why is it separated from
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* fall_impact? Because putting this into fall_impact would make the procs a huge
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* mess of snowflake istype(src, x) checks. And I'm trying to avoid this by making
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* the system quite atomic.
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*
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* @param levels_fallen How many Z-levels the atom has fallen before landing
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* on its current loc.
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* @param stopped_early TRUE if the fall was stopped by can_fall.
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* FALSE if the fall was stopped by the fact that the atom
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* was no longer on an open turf.
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*
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* @return The /mob/living that was hit. null if no mob was hit.
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*/
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/atom/movable/proc/fall_collateral(levels_fallen, stopped_early = FALSE)
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// No gravity, stop falling into spess!
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var/area/area = get_area(src)
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if (istype(loc, /turf/space) || (area && !area.has_gravity))
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return null
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var/list/fall_specs = fall_get_specs(levels_fallen)
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var/weight = fall_specs[1]
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var/fall_force = fall_specs[2]
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var/z_velocity = 5*(levels_fallen**2)
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var/speed = z_velocity + throw_speed
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var/mass = (weight / THROWNOBJ_KNOCKBACK_DIVISOR) + density + opacity
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var/momentum = speed * mass
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var/damage = round(fall_force * (speed / THROWNOBJ_KNOCKBACK_DIVISOR) * momentum)
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var/miss_chance = max(15 * (levels_fallen - 1), 0)
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if (prob(miss_chance))
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return null
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if (damage < 1)
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return null
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var/mob/living/L = null
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// Can't use locate due to the if check.
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for (var/mob/living/ll in loc)
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// in contents check exists for vehicles, mechas, etcetera.
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if (ll != src && !(ll in contents))
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L = ll
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break
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if (!L)
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return null
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if (ishuman(L))
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var/mob/living/carbon/human/H = L
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H.apply_damage(rand(damage / 2, damage), BRUTE, "head")
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H.apply_damage(damage, BRUTE, "chest")
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if (damage >= THROWNOBJ_KNOCKBACK_DIVISOR)
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H.Weaken(rand(damage / 4, damage / 2))
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else
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L.apply_damage(damage, BRUTE)
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L.apply_damage(rand(damage / 2, damage), BRUTE)
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L.visible_message("<span class='danger'>\The [L] had \the [src] fall onto \him!</span>",
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"<span class='danger'>You had \the [src] fall onto you and strike you!</span>")
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admin_attack_log((ismob(src) ? src : null), L, "fell onto", "was fallen on by", "fell ontop of")
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playsound(L.loc, "sound/waepons/genhit[rand(1, 3)].ogg", 75, 1)
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return L
|
|
|
|
/mob/fall_collateral(levels_fallen, stopped_early = FALSE)
|
|
. = ..()
|
|
|
|
if (.)
|
|
to_chat(src, "<span class='danger'>You fell ontop of \the [.]!</span>")
|
|
|
|
/**
|
|
* 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)
|