Merge pull request #1415 from Cheridan/ProjectStormchaser

"Anomaly" Events!
This commit is contained in:
Pete Goodfellow
2013-09-25 10:53:21 -07:00
17 changed files with 453 additions and 311 deletions
+7 -5
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@@ -428,19 +428,22 @@ var/global/floorIsLava = 0
<BR>
"}
if(check_rights(R_FUN,0))
if(check_rights(R_FUN,0))//TODO: Make all this hardcoded random event panel stuff its own proc so we can actually remove poor events without making the code stop compiling
dat += {"
<B>'Random' Events</B><BR>
<BR>
<A href='?src=\ref[src];secretsfun=gravity'>Trigger a gravity-failure event.</A><BR>
<A href='?src=\ref[src];secretsfun=gravity'>Trigger a gravity-failure event</A><BR>
<A href='?src=\ref[src];secretsfun=wave'>Spawn a wave of meteors (aka lagocolyptic shower)</A><BR>
<A href='?src=\ref[src];secretsfun=gravanomalies'>Spawn a gravitational anomaly (aka lagitational anomolag)</A><BR>
<A href='?src=\ref[src];secretsfun=blackhole'>Spawn a vortex anomaly</A><BR>
<A href='?src=\ref[src];secretsfun=gravanomalies'>Spawn a gravitational anomaly</A><BR>
<A href='?src=\ref[src];secretsfun=pyroanomalies'>Spawn a pyroclastic anomaly</A><BR>
<A href='?src=\ref[src];secretsfun=energeticflux'>Spawn a flux wave anomaly</A><BR>
<A href='?src=\ref[src];secretsfun=bluespaceanomaly'>Spawn a bluespace anomaly</A><BR>
<A href='?src=\ref[src];secretsfun=timeanomalies'>Spawn wormholes</A><BR>
<A href='?src=\ref[src];secretsfun=goblob'>Spawn blob</A><BR>
<A href='?src=\ref[src];secretsfun=aliens'>Trigger an Alien infestation</A><BR>
<A href='?src=\ref[src];secretsfun=alien_silent'>Spawn an Alien silently</A><BR>
<A href='?src=\ref[src];secretsfun=spiders'>Trigger a Spider infestation</A><BR>
<A href='?src=\ref[src];secretsfun=bluespaceanomaly'>Trigger a Bluespace Anomaly</A><BR>
<A href='?src=\ref[src];secretsfun=spaceninja'>Send in a space ninja</A><BR>
<A href='?src=\ref[src];secretsfun=carp'>Trigger an Carp migration</A><BR>
<A href='?src=\ref[src];secretsfun=radiation'>Irradiate the station</A><BR>
@@ -451,7 +454,6 @@ var/global/floorIsLava = 0
<A href='?src=\ref[src];secretsfun=ionstorm'>Spawn an Ion Storm</A><BR>
<A href='?src=\ref[src];secretsfun=spacevines'>Spawn Space-Vines</A><BR>
<A href='?src=\ref[src];secretsfun=comms_blackout'>Trigger a communication blackout</A><BR>
<A href='?src=\ref[src];secretsfun=energeticflux'>Trigger a hyper-energetic flux</A><BR>
<BR>
<B>Fun Secrets</B><BR>
<BR>
+17 -49
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@@ -1458,7 +1458,7 @@
if(!check_rights(R_FUN,0))
removed_paths += dirty_path
continue
else if(ispath(path, /obj/effect/bhole))
else if(ispath(path, /obj/effect/anomaly/bhole))
if(!check_rights(R_FUN,0))
removed_paths += dirty_path
continue
@@ -1673,63 +1673,31 @@
message_admins("\red <b> [key_name_admin(usr)] changed the bomb cap to [MAX_EX_DEVESTATION_RANGE], [MAX_EX_HEAVY_RANGE], [MAX_EX_LIGHT_RANGE]</b>", 1)
log_admin("[key_name_admin(usr)] changed the bomb cap to [MAX_EX_DEVESTATION_RANGE], [MAX_EX_HEAVY_RANGE], [MAX_EX_LIGHT_RANGE]")
/* if("shockwave")
ok = 1
world << "\red <B><big>ALERT: STATION STRESS CRITICAL</big></B>"
sleep(60)
world << "\red <B><big>ALERT: STATION STRESS CRITICAL. TOLERABLE LEVELS EXCEEDED!</big></B>"
sleep(80)
world << "\red <B><big>ALERT: STATION STRUCTURAL STRESS CRITICAL. SAFETY MECHANISMS FAILED!</big></B>"
sleep(40)
for(var/mob/M in world)
shake_camera(M, 400, 1)
for(var/obj/structure/window/W in world)
spawn(0)
sleep(rand(10,400))
W.ex_act(rand(2,1))
for(var/obj/structure/grille/G in world)
spawn(0)
sleep(rand(20,400))
G.ex_act(rand(2,1))
for(var/obj/machinery/door/D in world)
spawn(0)
sleep(rand(20,400))
D.ex_act(rand(2,1))
for(var/turf/station/floor/Floor in world)
spawn(0)
sleep(rand(30,400))
Floor.ex_act(rand(2,1))
for(var/obj/structure/cable/Cable in world)
spawn(0)
sleep(rand(30,400))
Cable.ex_act(rand(2,1))
for(var/obj/structure/closet/Closet in world)
spawn(0)
sleep(rand(30,400))
Closet.ex_act(rand(2,1))
for(var/obj/machinery/Machinery in world)
spawn(0)
sleep(rand(30,400))
Machinery.ex_act(rand(1,3))
for(var/turf/station/wall/Wall in world)
spawn(0)
sleep(rand(30,400))
Wall.ex_act(rand(2,1)) */
if("wave")
feedback_inc("admin_secrets_fun_used",1)
feedback_add_details("admin_secrets_fun_used","MW")
message_admins("[key_name_admin(usr)] has spawned meteors")
E = new /datum/round_event/meteor_wave()
if("gravanomalies")
feedback_inc("admin_secrets_fun_used",1)
feedback_add_details("admin_secrets_fun_used","GA")
E = new /datum/round_event/gravitational_anomaly()
message_admins("[key_name_admin(usr)] has spawned a gravitational anomaly")
E = new /datum/round_event/anomaly/anomaly_grav()
if("pyroanomalies")
feedback_inc("admin_secrets_fun_used",1)
feedback_add_details("admin_secrets_fun_used","PYRO")
message_admins("[key_name_admin(usr)] has spawned a pyroclastic anomaly")
E = new /datum/round_event/anomaly/anomaly_pyro()
if("blackhole")
feedback_inc("admin_secrets_fun_used",1)
feedback_add_details("admin_secrets_fun_used","BH")
message_admins("[key_name_admin(usr)] has spawned a vortex anomaly")
E = new /datum/round_event/anomaly/anomaly_vortex()
if("timeanomalies") //dear god this code was awful :P Still needs further optimisation
feedback_inc("admin_secrets_fun_used",1)
feedback_add_details("admin_secrets_fun_used","STA")
message_admins("[key_name_admin(usr)] has made wormholes")
E = new /datum/round_event/wormholes()
if("goblob")
feedback_inc("admin_secrets_fun_used",1)
feedback_add_details("admin_secrets_fun_used","BL")
@@ -1750,7 +1718,7 @@
feedback_add_details("admin_secrets_fun_used","SL")
message_admins("[key_name_admin(usr)] has spawned spiders", 1)
if("bluespaceanomaly")
E = new /datum/round_event/bluespace_anomaly()
E = new /datum/round_event/anomaly/anomaly_bluespace()
feedback_inc("admin_secrets_fun_used",1)
feedback_add_details("admin_secrets_fun_used","BA")
message_admins("[key_name_admin(usr)] has triggered a bluespace anomaly", 1)
@@ -1911,7 +1879,7 @@
feedback_inc("admin_secrets_fun_used",1)
feedback_add_details("admin_secrets_fun_used","FLUX")
message_admins("[key_name_admin(usr)] has triggered an energetic flux")
E = new /datum/round_event/energetic_flux()
E = new /datum/round_event/anomaly/anomaly_flux()
if(E)
E.processing = 0
if(E.announceWhen>0)
+16
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@@ -168,3 +168,19 @@
receive_signal(datum/signal/signal)
if(!on) return
return ..(signal)
// Embedded signaller used in anomalies.
/obj/item/device/assembly/signaler/anomaly
name = "anomaly core"
desc = "The neutralized core of an anomaly. It'd probably be valuable for research."
icon_state = "anomaly core"
item_state = "electronic"
/obj/item/device/assembly/signaler/anomaly/receive_signal(datum/signal/signal)
..()
for(var/obj/effect/anomaly/A in orange(0, src))
A.anomalyNeutralize()
/obj/item/device/assembly/signaler/anomaly/attack_self()
return
+31
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@@ -0,0 +1,31 @@
/datum/round_event_control/anomaly
name = "Energetic Flux"
typepath = /datum/round_event/anomaly
max_occurrences = 0 //This one probably shouldn't occur! It'd work, but it wouldn't be very fun.
weight = 15
/datum/round_event/anomaly
var/area/impact_area
var/obj/effect/anomaly/newAnomaly
/datum/round_event/anomaly/setup()
impact_area = findEventArea()
/datum/round_event/anomaly/announce()
command_alert("Localized hyper-energetic flux wave detected on long range scanners. Expected location of impact: [impact_area.name].", "Anomaly Alert")
/datum/round_event/anomaly/start()
var/turf/T = pick(get_area_turfs(impact_area))
if(T)
newAnomaly = new /obj/effect/anomaly/flux(T.loc)
/datum/round_event/anomaly/tick()
if(!newAnomaly)
kill()
return
newAnomaly.anomalyEffect()
/datum/round_event/anomaly/end()
if(newAnomaly)//Kill the anomaly if it still exists at the end.
del(newAnomaly)
+77
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@@ -0,0 +1,77 @@
/datum/round_event_control/anomaly/anomaly_bluespace
name = "Bluespace Anomaly"
typepath = /datum/round_event/anomaly/anomaly_bluespace
max_occurrences = 1
weight = 5
/datum/round_event/anomaly/anomaly_bluespace
startWhen = 3
announceWhen = 10
endWhen = 55
/datum/round_event/anomaly/anomaly_bluespace/announce()
command_alert("Unstable bluespace anomaly detected on long range scanners. Expected location: [impact_area.name].", "Anomaly Alert")
/datum/round_event/anomaly/anomaly_bluespace/start()
var/turf/T = pick(get_area_turfs(impact_area))
if(T)
newAnomaly = new /obj/effect/anomaly/bluespace(T.loc)
/datum/round_event/anomaly/anomaly_bluespace/end()
if(newAnomaly)//If it hasn't been neutralized, it's time to warp half the station away jeez
var/turf/T = pick(get_area_turfs(impact_area))
if(T)
// Calculate new position (searches through beacons in world)
var/obj/item/device/radio/beacon/chosen
var/list/possible = list()
for(var/obj/item/device/radio/beacon/W in world)
possible += W
if(possible.len > 0)
chosen = pick(possible)
if(chosen)
// Calculate previous position for transition
var/turf/FROM = T // the turf of origin we're travelling FROM
var/turf/TO = get_turf(chosen) // the turf of origin we're travelling TO
playsound(TO, 'sound/effects/phasein.ogg', 100, 1)
command_alert("Massive bluespace translocation detected.", "Anomaly Alert")
var/list/flashers = list()
for(var/mob/living/carbon/human/M in viewers(TO, null))
if(M:eyecheck() <= 0)
flick("e_flash", M.flash) // flash dose faggots
flashers += M
var/y_distance = TO.y - FROM.y
var/x_distance = TO.x - FROM.x
for (var/atom/movable/A in range(12, FROM )) // iterate thru list of mobs in the area
if(istype(A, /obj/item/device/radio/beacon)) continue // don't teleport beacons because that's just insanely stupid
if(A.anchored && istype(A, /obj/machinery)) continue
if(istype(A, /obj/structure/disposalpipe )) continue
if(istype(A, /obj/structure/cable )) continue
var/turf/newloc = locate(A.x + x_distance, A.y + y_distance, TO.z) // calculate the new place
if(!A.Move(newloc)) // if the atom, for some reason, can't move, FORCE them to move! :) We try Move() first to invoke any movement-related checks the atom needs to perform after moving
A.loc = locate(A.x + x_distance, A.y + y_distance, TO.z)
spawn()
if(ismob(A) && !(A in flashers)) // don't flash if we're already doing an effect
var/mob/M = A
if(M.client)
var/obj/blueeffect = new /obj(src)
blueeffect.screen_loc = "WEST,SOUTH to EAST,NORTH"
blueeffect.icon = 'icons/effects/effects.dmi'
blueeffect.icon_state = "shieldsparkles"
blueeffect.layer = 17
blueeffect.mouse_opacity = 0
M.client.screen += blueeffect
sleep(20)
M.client.screen -= blueeffect
del(blueeffect)
del(newAnomaly)
+26
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@@ -0,0 +1,26 @@
/datum/round_event_control/anomaly/anomaly_flux
name = "Energetic Flux"
typepath = /datum/round_event/anomaly/anomaly_flux
max_occurrences = 2
weight = 15
/datum/round_event/anomaly/anomaly_flux
startWhen = 3
announceWhen = 20
endWhen = 60
/datum/round_event/anomaly/anomaly_flux/announce()
command_alert("Localized hyper-energetic flux wave detected on long range scanners. Expected location: [impact_area.name].", "Anomaly Alert")
/datum/round_event/anomaly/anomaly_flux/start()
var/turf/T = pick(get_area_turfs(impact_area))
if(T)
newAnomaly = new /obj/effect/anomaly/flux(T.loc)
/datum/round_event/anomaly/anomaly_flux/end()
if(newAnomaly)//If it hasn't been neutralized, it's time to blow up.
explosion(newAnomaly, -1, 3, 5, 5)
del(newAnomaly)
+19
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@@ -0,0 +1,19 @@
/datum/round_event_control/anomaly/anomaly_grav
name = "Gravitational Anomaly"
typepath = /datum/round_event/anomaly/anomaly_grav
max_occurrences = 2
weight = 15
/datum/round_event/anomaly/anomaly_grav
startWhen = 3
announceWhen = 20
endWhen = 50
/datum/round_event/anomaly/anomaly_grav/announce()
command_alert("Gravitational anomaly detected on long range scanners. Expected location: [impact_area.name].", "Anomaly Alert")
/datum/round_event/anomaly/anomaly_grav/start()
var/turf/T = pick(get_area_turfs(impact_area))
if(T)
newAnomaly = new /obj/effect/anomaly/grav(T.loc)
+26
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@@ -0,0 +1,26 @@
/datum/round_event_control/anomaly/anomaly_pyro
name = "Pyroclastic Anomaly"
typepath = /datum/round_event/anomaly/anomaly_pyro
max_occurrences = 2
weight = 15
/datum/round_event/anomaly/anomaly_pyro
startWhen = 10
announceWhen = 3
endWhen = 70
/datum/round_event/anomaly/anomaly_pyro/announce()
command_alert("Atmospheric anomaly detected on long range scanners. Expected location: [impact_area.name].", "Anomaly Alert")
/datum/round_event/anomaly/anomaly_pyro/start()
var/turf/T = pick(get_area_turfs(impact_area))
if(T)
newAnomaly = new /obj/effect/anomaly/pyro(T.loc)
/datum/round_event/anomaly/anomaly_pyro/tick()
if(!newAnomaly)
kill()
return
if(IsMultiple(activeFor, 5))
newAnomaly.anomalyEffect()
+19
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@@ -0,0 +1,19 @@
/datum/round_event_control/anomaly/anomaly_vortex
name = "Vortex Anomaly"
typepath = /datum/round_event/anomaly/anomaly_vortex
max_occurrences = 5
weight = 2
/datum/round_event/anomaly/anomaly_vortex
startWhen = 10
announceWhen = 3
endWhen = 80
/datum/round_event/anomaly/anomaly_vortex/announce()
command_alert("Localized high-intensity vortex anomaly detected on long range scanners. Expected location: [impact_area.name]", "Anomaly Alert")
/datum/round_event/anomaly/anomaly_vortex/start()
var/turf/T = pick(get_area_turfs(impact_area))
if(T)
newAnomaly = new /obj/effect/anomaly/bhole(T.loc)
-94
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@@ -1,94 +0,0 @@
/datum/round_event_control/bluespace_anomaly
name = "Bluespace Anomaly"
typepath = /datum/round_event/bluespace_anomaly
weight = 5
max_occurrences = 1
/datum/round_event/bluespace_anomaly
announceWhen = 20
var/area/impact_area
/datum/round_event/bluespace_anomaly/setup()
var/list/safe_areas = list(
/area/turret_protected/ai,
/area/turret_protected/ai_upload,
/area/engine,
/area/solar,
/area/holodeck,
/area/shuttle/arrival,
/area/shuttle/escape/station,
/area/shuttle/escape_pod1/station,
/area/shuttle/escape_pod2/station,
/area/shuttle/escape_pod3/station,
/area/shuttle/escape_pod5/station,
/area/shuttle/mining/station,
/area/shuttle/transport1/station,
/area/shuttle/specops/station)
//These are needed because /area/engine has to be removed from the list, but we still want these areas to get fucked up.
var/list/danger_areas = list(
/area/engine/break_room,
/area/engine/chiefs_office)
impact_area = locate(pick((the_station_areas - safe_areas) + danger_areas)) //need to locate() as it's just a list of paths.
/datum/round_event/bluespace_anomaly/announce()
command_alert("Bluespace anomaly detected in the vicinity of [station_name()]. [impact_area.name] has gone missing.", "Anomaly Alert")
/datum/round_event/bluespace_anomaly/start()
var/turf/T = pick(get_area_turfs(impact_area))
if(T)
// Calculate new position (searches through beacons in world)
var/obj/item/device/radio/beacon/chosen
var/list/possible = list()
for(var/obj/item/device/radio/beacon/W in world)
possible += W
if(possible.len > 0)
chosen = pick(possible)
if(chosen)
// Calculate previous position for transition
var/turf/FROM = T // the turf of origin we're travelling FROM
var/turf/TO = get_turf(chosen) // the turf of origin we're travelling TO
playsound(TO, 'sound/effects/phasein.ogg', 100, 1)
var/list/flashers = list()
for(var/mob/living/carbon/human/M in viewers(TO, null))
if(M:eyecheck() <= 0)
flick("e_flash", M.flash) // flash dose faggots
flashers += M
var/y_distance = TO.y - FROM.y
var/x_distance = TO.x - FROM.x
for (var/atom/movable/A in range(12, FROM )) // iterate thru list of mobs in the area
if(istype(A, /obj/item/device/radio/beacon)) continue // don't teleport beacons because that's just insanely stupid
if(A.anchored && istype(A, /obj/machinery)) continue
if(istype(A, /obj/structure/disposalpipe )) continue
if(istype(A, /obj/structure/cable )) continue
var/turf/newloc = locate(A.x + x_distance, A.y + y_distance, TO.z) // calculate the new place
if(!A.Move(newloc)) // if the atom, for some reason, can't move, FORCE them to move! :) We try Move() first to invoke any movement-related checks the atom needs to perform after moving
A.loc = locate(A.x + x_distance, A.y + y_distance, TO.z)
spawn()
if(ismob(A) && !(A in flashers)) // don't flash if we're already doing an effect
var/mob/M = A
if(M.client)
var/obj/blueeffect = new /obj(src)
blueeffect.screen_loc = "WEST,SOUTH to EAST,NORTH"
blueeffect.icon = 'icons/effects/effects.dmi'
blueeffect.icon_state = "shieldsparkles"
blueeffect.layer = 17
blueeffect.mouse_opacity = 0
M.client.screen += blueeffect
sleep(20)
M.client.screen -= blueeffect
del(blueeffect)
-46
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@@ -1,46 +0,0 @@
/datum/round_event_control/energetic_flux
name = "Energetic Flux"
typepath = /datum/round_event/energetic_flux
max_occurrences = 2
weight = 15
/datum/round_event/energetic_flux
startWhen = 30
var/area/impact_area
/datum/round_event/energetic_flux/setup()
var/list/safe_areas = list(
/area/turret_protected/ai,
/area/turret_protected/ai_upload,
/area/engine,
/area/solar,
/area/holodeck,
/area/shuttle/arrival,
/area/shuttle/escape/station,
/area/shuttle/escape_pod1/station,
/area/shuttle/escape_pod2/station,
/area/shuttle/escape_pod3/station,
/area/shuttle/escape_pod5/station,
/area/shuttle/mining/station,
/area/shuttle/transport1/station,
/area/shuttle/specops/station)
//These are needed because /area/engine has to be removed from the list, but we still want these areas to get fucked up.
var/list/danger_areas = list(
/area/engine/break_room,
/area/engine/chiefs_office)
impact_area = locate(pick((the_station_areas - safe_areas) + danger_areas)) //need to locate() as it's just a list of paths.
/datum/round_event/energetic_flux/announce()
command_alert("Warning! Localized hyper-energetic flux wave detected on long range scanners. Expected location of impact: [impact_area.name]. Vacate [impact_area.name].", "Anomaly Alert")
/datum/round_event/energetic_flux/start()
var/turf/T = pick(get_area_turfs(impact_area))
if(T)
explosion(T, -1, 2, 4, 5)
+29
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@@ -81,6 +81,34 @@ var/datum/controller/event/events
continue
return
/datum/round_event/proc/findEventArea() //Here's a nice proc to use to find an area for your event to land in!
var/list/safe_areas = list(
/area/turret_protected/ai,
/area/turret_protected/ai_upload,
/area/engine,
/area/solar,
/area/holodeck,
/area/shuttle/arrival,
/area/shuttle/escape/station,
/area/shuttle/escape_pod1/station,
/area/shuttle/escape_pod2/station,
/area/shuttle/escape_pod3/station,
/area/shuttle/escape_pod5/station,
/area/shuttle/mining/station,
/area/shuttle/transport1/station,
/area/shuttle/specops/station)
//These are needed because /area/engine has to be removed from the list, but we still want these areas to get fucked up.
var/list/danger_areas = list(
/area/engine/break_room,
/area/engine/chiefs_office)
//Need to locate() as it's just a list of paths.
return locate(pick((the_station_areas - safe_areas) + danger_areas))
//allows a client to trigger an event (For Debugging Purposes)
/client/proc/forceEvent(var/datum/round_event_control/E in events.control)
set name = "Trigger Event (Debug Only)"
@@ -93,6 +121,7 @@ var/datum/controller/event/events
E.runEvent()
message_admins("[key_name_admin(usr)] has triggered an event. ([E.name])", 1)
/*
//////////////
// HOLIDAYS //
@@ -1,114 +0,0 @@
/datum/round_event_control/gravitational_anomaly
name = "Gravitational Anomaly"
typepath = /datum/round_event/gravitational_anomaly
max_occurrences = 5
weight = 2
/datum/round_event/gravitational_anomaly
startWhen = 10
var/obj/effect/bhole/blackhole
/datum/round_event/gravitational_anomaly/announce()
command_alert("Gravitational anomalies detected on the station. There is no additional data.", "Anomaly Alert")
for(var/mob/M in player_list)
if(!istype(M,/mob/new_player))
M << sound('sound/AI/granomalies.ogg')
/datum/round_event/gravitational_anomaly/setup()
endWhen = rand(50, 200)
/datum/round_event/gravitational_anomaly/start()
var/turf/T = pick(blobstart)
blackhole = new /obj/effect/bhole( T.loc, 30 )
/datum/round_event/gravitational_anomaly/end()
del(blackhole)
/obj/effect/bhole
name = "black hole"
icon = 'icons/obj/objects.dmi'
desc = "FUCK FUCK FUCK AAAHHH"
icon_state = "bhole3"
opacity = 1
unacidable = 1
density = 0
anchored = 1
/obj/effect/bhole/New()
spawn(4)
controller()
/obj/effect/bhole/proc/controller()
while(src)
if(!isturf(loc))
del(src)
return
//DESTROYING STUFF AT THE EPICENTER
for(var/mob/living/M in orange(1,src))
del(M)
for(var/obj/O in orange(1,src))
del(O)
for(var/turf/simulated/ST in orange(1,src))
ST.ChangeTurf(/turf/space)
sleep(6)
grav(10, 4, 10, 0 )
sleep(6)
grav( 8, 4, 10, 0 )
sleep(6)
grav( 9, 4, 10, 0 )
sleep(6)
grav( 7, 3, 40, 1 )
sleep(6)
grav( 5, 3, 40, 1 )
sleep(6)
grav( 6, 3, 40, 1 )
sleep(6)
grav( 4, 2, 50, 6 )
sleep(6)
grav( 3, 2, 50, 6 )
sleep(6)
grav( 2, 2, 75,25 )
sleep(6)
//MOVEMENT
if( prob(50) )
src.anchored = 0
step(src,pick(alldirs))
src.anchored = 1
/obj/effect/bhole/proc/grav(var/r, var/ex_act_force, var/pull_chance, var/turf_removal_chance)
if(!isturf(loc)) //blackhole cannot be contained inside anything. Weird stuff might happen
del(src)
return
for(var/t = -r, t < r, t++)
affect_coord(x+t, y-r, ex_act_force, pull_chance, turf_removal_chance)
affect_coord(x-t, y+r, ex_act_force, pull_chance, turf_removal_chance)
affect_coord(x+r, y+t, ex_act_force, pull_chance, turf_removal_chance)
affect_coord(x-r, y-t, ex_act_force, pull_chance, turf_removal_chance)
return
/obj/effect/bhole/proc/affect_coord(var/x, var/y, var/ex_act_force, var/pull_chance, var/turf_removal_chance)
//Get turf at coordinate
var/turf/T = locate(x, y, z)
if(isnull(T)) return
//Pulling and/or ex_act-ing movable atoms in that turf
if( prob(pull_chance) )
for(var/obj/O in T.contents)
if(O.anchored)
O.ex_act(ex_act_force)
else
step_towards(O,src)
for(var/mob/living/M in T.contents)
step_towards(M,src)
//Destroying the turf
if( T && istype(T,/turf/simulated) && prob(turf_removal_chance) )
var/turf/simulated/ST = T
ST.ChangeTurf(/turf/space)
return