mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2025-12-23 00:22:12 +00:00
Implements various changes at the behest of lore-dev BygoneHero, namely: Vaurca can now wear specially modified softsuits. Vaurca now have their own special rigsuit a la the breacher: the combat exoskeleton. It comes with various special modules, including a boring laser that allows them to dig below themselves rapidly, a vaurca variant of the combat injector which includes phoron and k'ois paste, and a neural lattice which reduces halloss by sharing it with everyone else wearing a neural lattice. Vaurca also have received various other currently unavailable event items, including a variant of the tactical mask that filters out nitrogen and allows the Vaurca wearing it to eat, tachyon rifles and carbines which penetrate up to three layers of walls and possess other fringe benefits, the gauss rifle which is a semi-automatic variant of the crossbow with greater power and a 6 rod magazine, the energy zweihander, commando armor and scout armor. Introduces a general climbing mechanic. Climbing can be initiated by clicking on a wall or an open turf, and it is a percentage chance that is modified by the amount of stable/large items beneath you, and decreased by the amount of unstable/small items. Vaurca are naturally proficient and always succeed at climbing. Changes Vaurca to see in blue-green vision. Their vision is generally brighter and reddish colors are converted to a blue-green color. Adds the Sedantis flag, an interhive flag that celebrates the universal longing for Sedantis and is a symbol of the Vaurca diaspora.
656 lines
21 KiB
Plaintext
656 lines
21 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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if (istype(src.loc,/obj/mecha))
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return FALSE
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// Check if we can actually travel a Z-level.
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if (!can_ztravel(direction))
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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/living/zMove(direction)
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if (is_ventcrawling)
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var/obj/machinery/atmospherics/pipe/zpipe/P = loc
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if (istype(P) && P.can_z_crawl(src, direction))
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return P.handle_z_crawl(src, direction)
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return ..()
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/mob/abstract/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/abstract/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(var/direction)
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return FALSE
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/mob/abstract/observer/can_ztravel(var/direction)
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return TRUE
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/mob/living/carbon/human/can_ztravel(var/direction)
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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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for(var/turf/simulated/T in RANGE_TURFS(1,src))
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if(T.density)
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if(Check_Shoegrip(FALSE))
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return TRUE
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/mob/living/carbon/human/proc/climb(var/direction, var/turf/source, var/climb_bonus)
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var/turf/destination
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if(direction == UP)
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destination = GetAbove(source)
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else
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destination = GetBelow(source)
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if(!destination)
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return
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if(stat || paralysis || stunned || weakened || lying || restrained() || buckled)
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return
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if(destination.density)
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return
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visible_message("<span class='notice'>The [src] begins to climb [(direction == UP) ? "upwards" : "downwards"].</span>",
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"<span class='notice'>You begin to climb [(direction == UP) ? "upwards" : "downwards"].</span>")
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var/climb_chance = 50
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var/climb_speed = 45 SECONDS
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var/will_succeed = FALSE
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var/turf/stack_turf = get_turf(src) //turf upon which obejcts must be stacked upon to gain vantage
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var/speed_bonus = 0
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if(direction == DOWN)
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stack_turf = destination
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if(species && !species.natural_climbing)
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for(var/obj/O in stack_turf)
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if(O.w_class >= 4.0 || O.anchored) //if an object is anchored it's stable footing
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climb_chance = min(100, climb_chance + O.w_class) //large items increase your reach
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speed_bonus = min(15, speed_bonus + 1)
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else
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climb_chance = max(0, climb_chance - O.w_class) //small items destabilize your footing
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speed_bonus = max(0, speed_bonus - 1)
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if(climb_bonus)
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climb_chance = min(100, climb_chance + climb_bonus)
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else
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climb_chance = 100
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if(species && species.climb_coeff)
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climb_speed = round(max(1, (species.climb_coeff * climb_speed) - speed_bonus), 1)
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if(prob(climb_chance))
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will_succeed = TRUE
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if(do_after(src, climb_speed, extra_checks = CALLBACK(src, .proc/climb_check, will_succeed, climb_chance, climb_speed, direction, destination)))
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if(will_succeed)
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visible_message("<span class='noticed'>\The [src] climbs [(direction == UP) ? "upwards" : "downwards"].</span>",
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"<span class='noticed'>You climb [(direction == UP) ? "upwards" : "downwards"].</span>")
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forceMove(destination)
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return
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else
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visible_message("<span class='warning'>\The [src] slips and falls as they climb [(direction == UP) ? "upwards" : "downwards"]!</span>",
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"<span class='danger'>You slip and fall as you climb [(direction == UP) ? "upwards" : "downwards"]!</span>")
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if(direction == DOWN)
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Move(destination)
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fall_impact(1, damage_mod = min(1, max(0.2, ((100-climb_chance)/100) - 0.2)))
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/mob/living/carbon/human/proc/climb_check(var/success, var/climb_chance, var/speed, var/direction, var/turf/destination) //purely for immersion and variety
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if((last_special < world.time) && !success) //if you will succeed you can't fail
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last_special = world.time + speed/10
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if(prob(100 - climb_chance)) //The worse you are the sooner you'll fail.
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visible_message("<span class='warning'>\The [src] slips and falls as they climb [(direction == UP) ? "upwards" : "downwards"]!</span>",
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"<span class='danger'>You slip and fall as you climb [(direction == UP) ? "upwards" : "downwards"]!</span>")
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if(direction == DOWN)
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Move(destination)
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fall_impact(1, damage_mod = min(1, max(0.2, ((100-climb_chance)/100) - 0.2)))
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return 0
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return 1
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/mob/living/silicon/robot/can_ztravel(var/direction)
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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 RANGE_TURFS(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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* @param dest The tile we're presuming the mob to be at for this check. Default
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* value is src.loc, (src. is important there!) but this is used for magboot lookahead
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* checks it turf/simulated/open/Enter().
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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, turf/simulated/open/dest = src.loc)
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if (!istype(dest) || !dest.is_hole)
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return FALSE
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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, ladders, and stairs stop things from falling.
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if(locate(/obj/structure/lattice, dest) || locate(/obj/structure/stairs, dest))
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return FALSE
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if(ismob(src) && locate(/obj/structure/ladder, dest)) //hmmm how is this locker just floating here?
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return FALSE
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// The var/climbers API is implemented here.
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if (LAZYLEN(dest.climbers) && (src in dest.climbers))
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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, dest))
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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, turf/simulated/open/dest = src.loc)
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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, turf/simulated/open/dest = src.loc)
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// The var/climbers API is implemented here.
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if (LAZYLEN(dest.climbers) && (src in dest.climbers))
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return FALSE
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if (!dest.is_hole)
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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, dest))
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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(turf/below, turf/simulated/open/dest = src.loc)
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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 fall_override ? FALSE : ..()
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/mob/abstract/eye/can_fall()
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return FALSE
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/mob/living/silicon/robot/can_fall(turf/below, turf/simulated/open/dest = src.loc)
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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, var/damage_mod = 1)
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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, var/damage_mod = 1)
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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 = ((60 + z_velocity) + rand(-20,20)) * damage_mod
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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, var/damage_mod = 1)
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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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var/obj/item/weapon/rig/rig = get_rig()
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if (istype(rig))
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for (var/obj/item/rig_module/actuators/A in rig.installed_modules)
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if (A.active && rig.check_power_cost(src, 10, A, 0))
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visible_message("<span class='notice'>\The [src] lands flawlessly with \his [rig].</span>",
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"<span class='notice'>You hear an electric <i>*whirr*</i> right after the slam!</span>")
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return FALSE
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var/combat_roll = 1
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if(lying)
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combat_roll = 0.7 //If you're sleeping, you take less damage because your body is less rigid. It's science 'n shit.
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if(!sleeping)
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combat_roll = 0.2 //Combat roll!
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visible_message("<span class='notice'>\The [src] tucks into a roll as they hit \the [loc]!</span>",
|
|
"<span class='notice'>You tuck into a roll as you hit \the [loc], minimizing damage!</span>")
|
|
|
|
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("<span class='warning'>\The [src] falls and lands on their face!</span>",
|
|
"<span class='danger'>With a loud thud, you land on your head. Hard.</span>", "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("<span class='warning'>\The [src] falls and lands arms first!</span>",
|
|
"<span class='danger'>You brace your fall with your arms, hitting \the [loc] with a loud thud.</span>", "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("<span class='warning'>\The [src] falls and lands directly on their legs!</span>",
|
|
"<span class='danger'>You land on your feet, and the impact brings you to your knees.</span>")
|
|
|
|
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("<span class='danger'>\The [L] had \the [src] fall onto \him!</span>",
|
|
"<span class='danger'>You had \the [src] fall onto you and strike you!</span>")
|
|
|
|
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, "<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)
|