/var/const/meteor_wave_delay = 625 //minimum wait between waves in tenths of seconds //set to at least 100 unless you want evarr ruining every round //Meteors probability of spawning during a given wave /var/list/meteors_normal = list(/obj/effect/meteor/dust=3, /obj/effect/meteor/medium=8, /obj/effect/meteor/big=3, \ /obj/effect/meteor/flaming=1, /obj/effect/meteor/irradiated=3) //for normal meteor event /var/list/meteors_threatening = list(/obj/effect/meteor/medium=5, /obj/effect/meteor/big=10, \ /obj/effect/meteor/flaming=3, /obj/effect/meteor/irradiated=3, /obj/effect/meteor/emp=3) //for threatening meteor event /var/list/meteors_catastrophic = list(/obj/effect/meteor/medium=5, /obj/effect/meteor/big=75, \ /obj/effect/meteor/flaming=10, /obj/effect/meteor/irradiated=10, /obj/effect/meteor/emp=10) //, /obj/effect/meteor/tunguska = 1) //for catastrophic meteor event /var/list/meteors_dust = list(/obj/effect/meteor/dust) //for space dust event /////////////////////////////// //Meteor spawning global procs /////////////////////////////// /proc/pick_meteor_start(var/startSide = pick(cardinal)) var/startLevel = pick(using_map.station_levels - using_map.sealed_levels) var/pickedstart = spaceDebrisStartLoc(startSide, startLevel) return list(startLevel, pickedstart) /proc/spawn_meteors(var/number = 10, var/list/meteortypes, var/startSide) for(var/i = 0; i < number; i++) spawn_meteor(meteortypes, startSide) /proc/spawn_meteor(var/list/meteortypes, var/startSide) var/start = pick_meteor_start(startSide) var/startLevel = start[1] var/turf/pickedstart = start[2] var/turf/pickedgoal = spaceDebrisFinishLoc(startSide, startLevel) var/Me = pickweight(meteortypes) var/obj/effect/meteor/M = new Me(pickedstart) M.dest = pickedgoal spawn(0) walk_towards(M, M.dest, 1) return /proc/spaceDebrisStartLoc(startSide, Z) var/starty var/startx switch(startSide) if(NORTH) starty = world.maxy-(TRANSITIONEDGE+1) startx = rand((TRANSITIONEDGE+1), world.maxx-(TRANSITIONEDGE+1)) if(EAST) starty = rand((TRANSITIONEDGE+1),world.maxy-(TRANSITIONEDGE+1)) startx = world.maxx-(TRANSITIONEDGE+1) if(SOUTH) starty = (TRANSITIONEDGE+1) startx = rand((TRANSITIONEDGE+1), world.maxx-(TRANSITIONEDGE+1)) if(WEST) starty = rand((TRANSITIONEDGE+1), world.maxy-(TRANSITIONEDGE+1)) startx = (TRANSITIONEDGE+1) var/turf/T = locate(startx, starty, Z) return T /proc/spaceDebrisFinishLoc(startSide, Z) var/endy var/endx switch(startSide) if(NORTH) endy = TRANSITIONEDGE endx = rand(TRANSITIONEDGE, world.maxx-TRANSITIONEDGE) if(EAST) endy = rand(TRANSITIONEDGE, world.maxy-TRANSITIONEDGE) endx = TRANSITIONEDGE if(SOUTH) endy = world.maxy-TRANSITIONEDGE endx = rand(TRANSITIONEDGE, world.maxx-TRANSITIONEDGE) if(WEST) endy = rand(TRANSITIONEDGE,world.maxy-TRANSITIONEDGE) endx = world.maxx-TRANSITIONEDGE var/turf/T = locate(endx, endy, Z) return T // Override for special behavior when getting hit by meteors, and only meteors. Return one if the meteor hasn't been 'stopped'. /atom/proc/handle_meteor_impact(var/obj/effect/meteor/meteor) return TRUE /////////////////////// //The meteor effect ////////////////////// /obj/effect/meteor name = "the concept of meteor" desc = "You should probably run instead of gawking at this." icon = 'icons/obj/meteor.dmi' icon_state = "small" density = 1 anchored = 1 var/hits = 4 var/hitpwr = 2 //Level of ex_act to be called on hit. var/dest pass_flags = PASSTABLE var/heavy = 0 var/z_original var/meteordrop = /obj/item/weapon/ore/iron var/dropamt = 2 // How much damage it does to walls, using take_damage(). // Normal walls will die to 150 or more, where as reinforced walls need 800 to penetrate. Durasteel walls need 1200 damage to go through. // Multiply this and the hits var to get a rough idea of how penetrating a meteor is. var/wall_power = 100 /obj/effect/meteor/New() ..() z_original = z /obj/effect/meteor/Move() if(z != z_original || loc == dest) qdel(src) return . = ..() //process movement... if(.)//.. if did move, ram the turf we get in var/turf/T = get_turf(loc) ram_turf(T) if(prob(10) && !istype(T, /turf/space))//randomly takes a 'hit' from ramming get_hit() return . /obj/effect/meteor/Destroy() walk(src,0) //this cancels the walk_towards() proc return ..() /obj/effect/meteor/New() ..() SpinAnimation() /obj/effect/meteor/Bump(atom/A) if(attempt_vr(src,"Bump_vr",list(A))) return //VOREStation Edit - allows meteors to be deflected by baseball bats if(A) if(A.handle_meteor_impact(src)) // Used for special behaviour when getting hit specifically by a meteor, like a shield. ram_turf(get_turf(A)) get_hit() else die(0) /obj/effect/meteor/CanPass(atom/movable/mover, turf/target) return istype(mover, /obj/effect/meteor) ? 1 : ..() /obj/effect/meteor/proc/ram_turf(var/turf/T) //first bust whatever is in the turf for(var/atom/A in T) if(A == src) // Don't hit ourselves. continue if(isturf(A)) // Don't hit floors. We'll deal with walls later. continue A.ex_act(hitpwr) //then, ram the turf if it still exists if(T) if(istype(T, /turf/simulated/wall)) var/turf/simulated/wall/W = T W.take_damage(wall_power) // Stronger walls can halt asteroids. //process getting 'hit' by colliding with a dense object //or randomly when ramming turfs /obj/effect/meteor/proc/get_hit() hits-- if(hits <= 0) die(1) /obj/effect/meteor/proc/die(var/explode = 1) make_debris() meteor_effect(explode) qdel(src) /obj/effect/meteor/ex_act() return /obj/effect/meteor/attackby(obj/item/weapon/W as obj, mob/user as mob, params) if(istype(W, /obj/item/weapon/pickaxe)) qdel(src) return ..() /obj/effect/meteor/proc/make_debris() for(var/throws = dropamt, throws > 0, throws--) var/obj/item/O = new meteordrop(get_turf(src)) O.throw_at(dest, 5, 10) /obj/effect/meteor/proc/shake_players() for(var/mob/M in player_list) var/turf/T = get_turf(M) if(!T || T.z != src.z) continue var/dist = get_dist(M.loc, src.loc) shake_camera(M, dist > 20 ? 3 : 5, dist > 20 ? 1 : 3) /obj/effect/meteor/proc/meteor_effect(var/explode) if(heavy) shake_players() /////////////////////// //Meteor types /////////////////////// // Dust breaks windows and hurts normal walls, generally more of an annoyance than a danger unless two happen to hit the same spot. /obj/effect/meteor/dust name = "space dust" icon_state = "dust" pass_flags = PASSTABLE | PASSGRILLE hits = 1 hitpwr = 3 meteordrop = /obj/item/weapon/ore/glass wall_power = 50 // Medium-sized meteors aren't very special and can be stopped easily by r-walls. /obj/effect/meteor/medium name = "meteor" dropamt = 3 wall_power = 200 /obj/effect/meteor/medium/meteor_effect(var/explode) ..() if(explode) explosion(src.loc, 0, 1, 2, 3, 0) // Large-sized meteors generally pack the most punch, but are more concentrated towards the epicenter. /obj/effect/meteor/big name = "large meteor" icon_state = "large" hits = 8 heavy = 1 dropamt = 4 wall_power = 400 /obj/effect/meteor/big/meteor_effect(var/explode) ..() if(explode) explosion(src.loc, devastation_range = 2, heavy_impact_range = 4, light_impact_range = 6, flash_range = 12, adminlog = 0) // 'Flaming' meteors do less overall damage but are spread out more due to a larger but weaker explosion at the end. /obj/effect/meteor/flaming name = "flaming meteor" icon_state = "flaming" hits = 5 heavy = 1 meteordrop = /obj/item/weapon/ore/phoron wall_power = 100 /obj/effect/meteor/flaming/meteor_effect(var/explode) ..() if(explode) explosion(src.loc, devastation_range = 1, heavy_impact_range = 2, light_impact_range = 8, flash_range = 16, adminlog = 0) // Irradiated meteors do less physical damage but project a ten-tile ranged pulse of radiation upon exploding. /obj/effect/meteor/irradiated name = "glowing meteor" icon_state = "glowing" heavy = 1 meteordrop = /obj/item/weapon/ore/uranium wall_power = 75 /obj/effect/meteor/irradiated/meteor_effect(var/explode) ..() if(explode) explosion(src.loc, devastation_range = 0, heavy_impact_range = 0, light_impact_range = 4, flash_range = 6, adminlog = 0) new /obj/effect/decal/cleanable/greenglow(get_turf(src)) SSradiation.radiate(src, 50) // This meteor fries toasters. /obj/effect/meteor/emp name = "conducting meteor" icon_state = "glowing_blue" desc = "Hide your floppies!" meteordrop = /obj/item/weapon/ore/osmium dropamt = 3 wall_power = 80 /obj/effect/meteor/emp/meteor_effect(var/explode) ..() // Best case scenario: Comparable to a low-yield EMP grenade. // Worst case scenario: Comparable to a standard yield EMP grenade. empulse(src, rand(1, 3), rand(2, 4), rand(3, 7), rand(5, 10)) //Station buster Tunguska /obj/effect/meteor/tunguska name = "tunguska meteor" icon_state = "flaming" desc = "Your life briefly passes before your eyes the moment you lay them on this monstruosity" hits = 30 hitpwr = 1 heavy = 1 meteordrop = /obj/item/weapon/ore/phoron wall_power = 150 /obj/effect/meteor/tunguska/meteor_effect(var/explode) ..() if(explode) explosion(src.loc, 5, 10, 15, 20, 0) /obj/effect/meteor/tunguska/Bump() ..() if(prob(20)) explosion(src.loc,2,4,6,8)