The immovable rod is now crazy fast, is overpowered broken and doesn't afraid of anything. (#56794)

Co-authored-by: Mothblocks <35135081+Jared-Fogle@users.noreply.github.com>
This commit is contained in:
Timberpoes
2021-02-10 23:36:54 -08:00
committed by GitHub
co-authored by Mothblocks
parent 00f57c4a41
commit 341e479ef5
3 changed files with 104 additions and 34 deletions
+1
View File
@@ -16,6 +16,7 @@
/obj/effect/dummy/chameleon,
/obj/effect/wisp,
/obj/effect/mob_spawn,
/obj/effect/immovablerod,
))
if(delete_atoms[teleatom.type])
qdel(teleatom)
+102 -34
View File
@@ -34,9 +34,8 @@ In my current plan for it, 'solid' will be defined as anything with density == 1
/datum/round_event/immovable_rod/start()
var/datum/round_event_control/immovable_rod/C = control
var/startside = pick(GLOB.cardinals)
var/z = pick(SSmapping.levels_by_trait(ZTRAIT_STATION))
var/turf/startT = spaceDebrisStartLoc(startside, z)
var/turf/endT = get_edge_target_turf(get_random_station_turf(), turn(startside, 180))
var/turf/startT = spaceDebrisStartLoc(startside, endT.z)
var/atom/rod = new /obj/effect/immovablerod(startT, endT, C.special_target)
C.special_target = null //Cleanup for future event rolls.
announce_to_ghosts(rod)
@@ -53,6 +52,8 @@ In my current plan for it, 'solid' will be defined as anything with density == 1
density = TRUE
anchored = TRUE
flags_1 = PREVENT_CONTENTS_EXPLOSION_1
generic_canpass = FALSE
movement_type = PHASING | FLYING
var/mob/living/wizard
var/z_original = 0
var/destination
@@ -65,24 +66,23 @@ In my current plan for it, 'solid' will be defined as anything with density == 1
var/num_sentient_mobs_hit = 0
///How many people we've hit with clients
var/num_sentient_people_hit = 0
/// The rod levels up with each kill, increasing in size and auto-renaming itself.
var/dnd_style_level_up = TRUE
/obj/effect/immovablerod/New(atom/start, atom/end, aimed_at)
..()
. = ..()
SSaugury.register_doom(src, 2000)
z_original = z
destination = end
special_target = aimed_at
AddElement(/datum/element/point_of_interest)
var/special_target_valid = FALSE
if(special_target)
var/turf/T = get_turf(special_target)
if(T.z == z_original)
special_target_valid = TRUE
if(special_target_valid)
walk_towards(src, special_target, 1)
else if(end && end.z==z_original)
walk_towards(src, destination, 1)
return
walk_towards(src, destination, 1)
/obj/effect/immovablerod/examine(mob/user)
. = ..()
@@ -105,17 +105,69 @@ In my current plan for it, 'solid' will be defined as anything with density == 1
ghost.ManualFollow(src)
/obj/effect/immovablerod/Moved()
if((z != z_original))
qdel(src)
if(special_target && loc == get_turf(special_target))
complete_trajectory()
// If our loc is dense, noogie it.
if(loc.density)
Bump(loc)
// So, we're phasing as will harmlessly glide through things. Let's noogie everything in our loc's contents.
for(var/clong in loc.contents)
if(clong == src)
continue
var/atom/clong_atom = clong
if(clong_atom.density || isliving(clong_atom) && !QDELETED(clong_atom))
Bump(clong_atom)
// If we have a special target, we should definitely make an effort to go find them.
if(special_target)
var/turf/target_turf = get_turf(special_target)
// Did they escape the z-level? Let's see if we can chase them down!
var/z_diff = target_turf.z - z
if(z_diff)
var/direction = z_diff > 0 ? UP : DOWN
var/turf/target_z_turf = get_step_multiz(src, direction)
visible_message("<span class='danger'>[src] phases out of reality.</span>")
if(!do_teleport(src, target_z_turf))
// We failed to teleport. Might as well admit defeat.
qdel(src)
return
visible_message("<span class='danger'>[src] phases into reality.</span>")
walk_towards(src, special_target, 1)
if(loc == target_turf)
complete_trajectory()
return ..()
// If we have a destination turf, let's make sure it's also still valid.
if(destination)
var/turf/target_turf = get_turf(destination)
// Note: There is no way to detect if this is because it spawned off the primary station
// z-level with a destination on the primary station z-level. As a result, maps with
// multiple station z-levels may find their immovable rods immediately deleting themselves.
if(target_turf.z != z)
qdel(src)
return
// Did we reach our destination? We're probably on Icebox. Let's get rid of ourselves.
// Ordinarily this won't happen as the average destination is the edge of the map and
// the rod will auto transition to a new z-level.
if(loc == get_turf(destination))
qdel(src)
return
return ..()
/obj/effect/immovablerod/proc/complete_trajectory()
//We hit what we wanted to hit, time to go
// We hit what we wanted to hit, time to go.
special_target = null
destination = get_edge_target_turf(src, dir)
walk(src,0)
walk_towards(src, destination, 1)
/obj/effect/immovablerod/singularity_act()
@@ -129,30 +181,43 @@ In my current plan for it, 'solid' will be defined as anything with density == 1
playsound(src, 'sound/effects/bang.ogg', 50, TRUE)
audible_message("<span class='danger'>You hear a CLANG!</span>")
if(clong && prob(25))
x = clong.x
y = clong.y
if(special_target && clong == special_target)
complete_trajectory()
if(isturf(clong) || isobj(clong))
if(clong.density)
if(isturf(clong))
SSexplosions.medturf += clong
if(isobj(clong))
SSexplosions.med_mov_atom += clong
else if(isliving(clong))
penetrate(clong)
else if(istype(clong, type))
var/obj/effect/immovablerod/other = clong
visible_message("<span class='danger'>[src] collides with [other]!</span>")
// If rod meets rod, they collapse into a singularity. Yes, this means that if two wizard rods collide,
// they ALSO collapse into a singulo.
if(istype(clong, /obj/effect/immovablerod))
visible_message("<span class='danger'>[src] collides with [clong]! This cannot end well.</span>")
var/datum/effect_system/smoke_spread/smoke = new
smoke.set_up(2, get_turf(src))
smoke.start()
var/obj/singularity/bad_luck = new(get_turf(src))
bad_luck.energy = 800
qdel(clong)
qdel(src)
qdel(other)
return
// If we Bump into a turf, turf go boom.
if(isturf(clong))
SSexplosions.highturf += clong
return ..()
if(isobj(clong))
var/obj/clong_obj = clong
clong_obj.take_damage(INFINITY, BRUTE, NONE, TRUE, dir, INFINITY)
return ..()
// If we Bump into a living thing, living thing goes splat.
if(isliving(clong))
penetrate(clong)
return ..()
// If we Bump into anything else, anything goes boom.
if(isatom(clong))
SSexplosions.high_mov_atom += clong
return ..()
CRASH("[src] Bump()ed into non-atom thing [clong] ([clong.type])")
/obj/effect/immovablerod/proc/penetrate(mob/living/smeared_mob)
smeared_mob.visible_message("<span class='danger'>[smeared_mob] is penetrated by an immovable rod!</span>" , "<span class='userdanger'>The rod penetrates you!</span>" , "<span class='danger'>You hear a CLANG!</span>")
@@ -163,6 +228,9 @@ In my current plan for it, 'solid' will be defined as anything with density == 1
num_sentient_mobs_hit++
if(iscarbon(smeared_mob))
num_sentient_people_hit++
if(dnd_style_level_up)
transform = transform.Scale(1.005, 1.005)
name = "[initial(name)] of sentient slaying +[num_sentient_mobs_hit]"
if(iscarbon(smeared_mob))
var/mob/living/carbon/smeared_carbon = smeared_mob
@@ -34,6 +34,7 @@
var/damage_bonus = 0
var/turf/start_turf
notify = FALSE
dnd_style_level_up = FALSE
/obj/effect/immovablerod/wizard/Move()
if(get_dist(start_turf, get_turf(src)) >= max_distance)