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CHOMPStation2/code/game/gamemodes/meteor/meteors.dm
Boop 7116415e4d Fix meteors
yay
2014-09-28 15:59:02 +01:00

155 lines
4.0 KiB
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/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
/var/const/meteors_in_wave = 50
/var/const/meteors_in_small_wave = 10
/proc/meteor_wave(var/number = meteors_in_wave)
if(!ticker || wavesecret)
return
wavesecret = 1
for(var/i = 0 to number)
spawn(rand(10,100))
spawn_meteor()
spawn(meteor_wave_delay)
wavesecret = 0
/proc/spawn_meteors(var/number = meteors_in_small_wave)
for(var/i = 0; i < number; i++)
spawn(0)
spawn_meteor()
/proc/spawn_meteor()
var/startx
var/starty
var/endx
var/endy
var/turf/pickedstart
var/turf/pickedgoal
var/max_i = 10//number of tries to spawn meteor.
do
switch(pick(1,2,3,4))
if(1) //NORTH
starty = world.maxy-(TRANSITIONEDGE+1)
startx = rand((TRANSITIONEDGE+1), world.maxx-(TRANSITIONEDGE+1))
endy = TRANSITIONEDGE
endx = rand(TRANSITIONEDGE, world.maxx-TRANSITIONEDGE)
if(2) //EAST
starty = rand((TRANSITIONEDGE+1),world.maxy-(TRANSITIONEDGE+1))
startx = world.maxx-(TRANSITIONEDGE+1)
endy = rand(TRANSITIONEDGE, world.maxy-TRANSITIONEDGE)
endx = TRANSITIONEDGE
if(3) //SOUTH
starty = (TRANSITIONEDGE+1)
startx = rand((TRANSITIONEDGE+1), world.maxx-(TRANSITIONEDGE+1))
endy = world.maxy-TRANSITIONEDGE
endx = rand(TRANSITIONEDGE, world.maxx-TRANSITIONEDGE)
if(4) //WEST
starty = rand((TRANSITIONEDGE+1), world.maxy-(TRANSITIONEDGE+1))
startx = (TRANSITIONEDGE+1)
endy = rand(TRANSITIONEDGE,world.maxy-TRANSITIONEDGE)
endx = world.maxx-TRANSITIONEDGE
pickedstart = locate(startx, starty, 1)
pickedgoal = locate(endx, endy, 1)
max_i--
if(max_i<=0) return
while (!istype(pickedstart, /turf/space)) //FUUUCK, should never happen.
var/obj/effect/meteor/M
switch(rand(1, 100))
if(1 to 10)
M = new /obj/effect/meteor/big( pickedstart )
if(11 to 75)
M = new /obj/effect/meteor( pickedstart )
if(76 to 100)
M = new /obj/effect/meteor/small( pickedstart )
M.dest = pickedgoal
spawn(0)
walk_towards(M, M.dest, 1)
return
/obj/effect/meteor
name = "meteor"
icon = 'icons/obj/meteor.dmi'
icon_state = "flaming"
density = 1
anchored = 1.0
var/hits = 1
var/dest
pass_flags = PASSTABLE
/obj/effect/meteor/small
name = "small meteor"
icon_state = "smallf"
pass_flags = PASSTABLE | PASSGRILLE
/obj/effect/meteor/Bump(atom/A)
spawn(0)
if (A)
A.meteorhit(src)
playsound(src.loc, 'sound/effects/meteorimpact.ogg', 40, 1)
if (--src.hits <= 0)
//Prevent meteors from blowing up the singularity's containment.
//Changing emitter and generator ex_act would result in them being bomb and C4 proof.
if(!istype(A,/obj/machinery/power/emitter) && \
!istype(A,/obj/machinery/field_generator) && \
prob(15))
explosion(src.loc, 4, 5, 6, 7, 0)
del(src)
return
/obj/effect/meteor/ex_act(severity)
if (severity < 4)
del(src)
return
/obj/effect/meteor/big
name = "big meteor"
hits = 5
ex_act(severity)
return
Bump(atom/A)
spawn(0)
//Prevent meteors from blowing up the singularity's containment.
//Changing emitter and generator ex_act would result in them being bomb and C4 proof
if(!istype(A,/obj/machinery/power/emitter) && \
!istype(A,/obj/machinery/field_generator))
if(--src.hits <= 0)
del(src) //Dont blow up singularity containment if we get stuck there.
if (A)
for(var/mob/M in player_list)
var/turf/T = get_turf(M)
if(!T || T.z != src.z)
continue
shake_camera(M, 3, get_dist(M.loc, src.loc) > 20 ? 1 : 3)
playsound(src.loc, 'sound/effects/meteorimpact.ogg', 40, 1)
explosion(src.loc, 0, 1, 2, 3, 0)
if (--src.hits <= 0)
if(prob(15) && !istype(A, /obj/structure/grille))
explosion(src.loc, 1, 2, 3, 4, 0)
del(src)
return
/obj/effect/meteor/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(istype(W, /obj/item/weapon/pickaxe))
del(src)
return
..()