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CHOMPStation2/code/game/gamemodes/meteor/meteors.dm
2025-09-14 20:05:26 +02:00

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GLOBAL_VAR_INIT(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
//for space dust event
/var/list/meteors_dust = list(/obj/effect/meteor/dust)
//for normal meteor event
/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 threatening 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 catastrophic 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)
///////////////////////////////
//Meteor spawning global procs
///////////////////////////////
/proc/spawn_meteors(var/number = 10, var/list/meteortypes, var/startSide, var/zlevel)
log_game("Spawning [number] meteors on the [dir2text(startSide)] of [zlevel]")
for(var/i = 0; i < number; i++)
spawn_meteor(meteortypes, startSide, zlevel)
/proc/spawn_meteor(var/list/meteortypes, var/startSide, var/startLevel)
if(isnull(startSide))
startSide = pick(GLOB.cardinal)
if(isnull(startLevel))
startLevel = pick(using_map.station_levels - using_map.sealed_levels)
var/turf/pickedstart = spaceDebrisStartLoc(startSide, startLevel)
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, 3) //VOREStation Edit - Slower Meteors
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 = TRUE
anchored = TRUE
var/hits = 4
var/hitpwr = 2 //Level of ex_act to be called on hit.
var/dest
pass_flags = PASSTABLE
var/heavy = FALSE
var/z_original
var/meteordrop = /obj/item/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/Initialize(mapload)
. = ..()
z_original = z
GLOB.meteor_list += src
/obj/effect/meteor/Move()
if(z != z_original || loc == dest)
qdel(src)
return
. = ..() //process movement...
/obj/effect/meteor/Moved(atom/old_loc, direction, forced = FALSE)
. = ..()
var/turf/T = get_turf(loc)
ram_turf(T)
if(prob(10) && !istype(T, /turf/space)) //randomly takes a 'hit' from ramming
get_hit()
/obj/effect/meteor/Destroy()
walk(src,FALSE) //this cancels the walk_towards() proc
GLOB.meteor_list -= src
return ..()
/obj/effect/meteor/Initialize(mapload)
. = ..()
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(FALSE)
/obj/effect/meteor/CanPass(atom/movable/mover, turf/target)
return istype(mover, /obj/effect/meteor) ? TRUE : ..()
/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.
/obj/effect/meteor/proc/get_shield_damage()
return max(((max(hits, 2)) * (heavy + 1) * rand(6, 12)) / hitpwr , 0)
//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(TRUE)
/obj/effect/meteor/proc/die(var/explode = TRUE)
make_debris()
meteor_effect(explode)
qdel(src)
/obj/effect/meteor/ex_act()
return
/obj/effect/meteor/attackby(obj/item/W as obj, mob/user as mob, params)
if(istype(W, /obj/item/pickaxe))
qdel(src)
return
..()
/obj/effect/meteor/bullet_act(var/obj/item/projectile/Proj)
if(Proj.excavation_amount)
get_hit()
if(!QDELETED(src))
wall_power -= Proj.excavation_amount + Proj.damage + (Proj.hitscan * 25) // Instant-impact projectiles are inherently better at dealing with meteors.
if(wall_power <= 0)
die(FALSE) // If you kill the meteor, then it dies.
return
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 GLOB.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/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, 1, 2, 3, 4, 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/ore/phoron
wall_power = 100
/obj/effect/meteor/flaming/meteor_effect(var/explode)
..()
if(explode)
explosion(src.loc, 1, 2, 3, 4, 0, 0, 5)
// 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/ore/uranium
wall_power = 75
/obj/effect/meteor/irradiated/meteor_effect(var/explode)
..()
if(explode)
explosion(src.loc, 0, 0, 4, 3, 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/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))
/obj/effect/meteor/emp/get_shield_damage()
return ..() * rand(2,4)
//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/ore/phoron
wall_power = 150
/obj/effect/meteor/tunguska/meteor_effect(var/explode)
..()
if(explode)
explosion(src.loc, 3, 6, 9, 20, 0)
/obj/effect/meteor/tunguska/Bump()
..()
if(prob(20))
explosion(src.loc,2,4,6,8)