Files
CHOMPStation2/code/ZAS/Airflow.dm
Kelenius acc78a8000 Changes types of ghosts and eyes
``/mob/dead/observer`` -> ``/mob/observer/dead``
``/mob/eye`` -> ``/mob/observer/eye``

Reason being that they are similar in that they both don't interact with
the world in any way. Some procs were shared, some checks as well, and
it overall makes more sense this way. Plus, there were no ``/mob/dead``
mobs.
2016-02-20 15:36:05 +03:00

253 lines
6.8 KiB
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/*
Contains helper procs for airflow, handled in /connection_group.
*/
mob/var/tmp/last_airflow_stun = 0
mob/proc/airflow_stun()
if(stat == 2)
return 0
if(last_airflow_stun > world.time - vsc.airflow_stun_cooldown) return 0
if(!(status_flags & CANSTUN) && !(status_flags & CANWEAKEN))
src << "<span class='notice'>You stay upright as the air rushes past you.</span>"
return 0
if(buckled)
src << "<span class='notice'>Air suddenly rushes past you!</span>"
return 0
if(!lying)
src << "<span class='warning'>The sudden rush of air knocks you over!</span>"
Weaken(5)
last_airflow_stun = world.time
mob/living/silicon/airflow_stun()
return
mob/living/carbon/slime/airflow_stun()
return
mob/living/carbon/human/airflow_stun()
if(shoes)
if(shoes.item_flags & NOSLIP) return 0
..()
atom/movable/proc/check_airflow_movable(n)
if(anchored && !ismob(src)) return 0
if(!istype(src,/obj/item) && n < vsc.airflow_dense_pressure) return 0
return 1
mob/check_airflow_movable(n)
if(n < vsc.airflow_heavy_pressure)
return 0
return 1
mob/observer/check_airflow_movable()
return 0
mob/living/silicon/check_airflow_movable()
return 0
obj/item/check_airflow_movable(n)
. = ..()
switch(w_class)
if(2)
if(n < vsc.airflow_lightest_pressure) return 0
if(3)
if(n < vsc.airflow_light_pressure) return 0
if(4,5)
if(n < vsc.airflow_medium_pressure) return 0
/atom/movable/var/tmp/turf/airflow_dest
/atom/movable/var/tmp/airflow_speed = 0
/atom/movable/var/tmp/airflow_time = 0
/atom/movable/var/tmp/last_airflow = 0
/atom/movable/proc/AirflowCanMove(n)
return 1
/mob/AirflowCanMove(n)
if(status_flags & GODMODE)
return 0
if(buckled)
return 0
var/obj/item/shoes = get_equipped_item(slot_shoes)
if(istype(shoes) && (shoes.item_flags & NOSLIP))
return 0
return 1
/atom/movable/proc/GotoAirflowDest(n)
if(!airflow_dest) return
if(airflow_speed < 0) return
if(last_airflow > world.time - vsc.airflow_delay) return
if(airflow_speed)
airflow_speed = n/max(get_dist(src,airflow_dest),1)
return
if(airflow_dest == loc)
step_away(src,loc)
if(!src.AirflowCanMove(n))
return
if(ismob(src))
src << "<span class='danger'>You are sucked away by airflow!</span>"
last_airflow = world.time
var/airflow_falloff = 9 - sqrt((x - airflow_dest.x) ** 2 + (y - airflow_dest.y) ** 2)
if(airflow_falloff < 1)
airflow_dest = null
return
airflow_speed = min(max(n * (9/airflow_falloff),1),9)
var
xo = airflow_dest.x - src.x
yo = airflow_dest.y - src.y
od = 0
airflow_dest = null
if(!density)
density = 1
od = 1
while(airflow_speed > 0)
if(airflow_speed <= 0) break
airflow_speed = min(airflow_speed,15)
airflow_speed -= vsc.airflow_speed_decay
if(airflow_speed > 7)
if(airflow_time++ >= airflow_speed - 7)
if(od)
density = 0
sleep(1 * tick_multiplier)
else
if(od)
density = 0
sleep(max(1,10-(airflow_speed+3)) * tick_multiplier)
if(od)
density = 1
if ((!( src.airflow_dest ) || src.loc == src.airflow_dest))
src.airflow_dest = locate(min(max(src.x + xo, 1), world.maxx), min(max(src.y + yo, 1), world.maxy), src.z)
if ((src.x == 1 || src.x == world.maxx || src.y == 1 || src.y == world.maxy))
break
if(!istype(loc, /turf))
break
step_towards(src, src.airflow_dest)
var/mob/M = src
if(istype(M) && M.client)
M.setMoveCooldown(vsc.airflow_mob_slowdown)
airflow_dest = null
airflow_speed = 0
airflow_time = 0
if(od)
density = 0
/atom/movable/proc/RepelAirflowDest(n)
if(!airflow_dest) return
if(airflow_speed < 0) return
if(last_airflow > world.time - vsc.airflow_delay) return
if(airflow_speed)
airflow_speed = n/max(get_dist(src,airflow_dest),1)
return
if(airflow_dest == loc)
step_away(src,loc)
if(!src.AirflowCanMove(n))
return
if(ismob(src))
src << "<span clas='danger'>You are pushed away by airflow!</span>"
last_airflow = world.time
var/airflow_falloff = 9 - sqrt((x - airflow_dest.x) ** 2 + (y - airflow_dest.y) ** 2)
if(airflow_falloff < 1)
airflow_dest = null
return
airflow_speed = min(max(n * (9/airflow_falloff),1),9)
var
xo = -(airflow_dest.x - src.x)
yo = -(airflow_dest.y - src.y)
od = 0
airflow_dest = null
if(!density)
density = 1
od = 1
while(airflow_speed > 0)
if(airflow_speed <= 0) return
airflow_speed = min(airflow_speed,15)
airflow_speed -= vsc.airflow_speed_decay
if(airflow_speed > 7)
if(airflow_time++ >= airflow_speed - 7)
sleep(1 * tick_multiplier)
else
sleep(max(1,10-(airflow_speed+3)) * tick_multiplier)
if ((!( src.airflow_dest ) || src.loc == src.airflow_dest))
src.airflow_dest = locate(min(max(src.x + xo, 1), world.maxx), min(max(src.y + yo, 1), world.maxy), src.z)
if ((src.x == 1 || src.x == world.maxx || src.y == 1 || src.y == world.maxy))
return
if(!istype(loc, /turf))
return
step_towards(src, src.airflow_dest)
if(ismob(src) && src:client)
src:client:move_delay = world.time + vsc.airflow_mob_slowdown
airflow_dest = null
airflow_speed = 0
airflow_time = 0
if(od)
density = 0
/atom/movable/Bump(atom/A)
if(airflow_speed > 0 && airflow_dest)
airflow_hit(A)
else
airflow_speed = 0
airflow_time = 0
. = ..()
atom/movable/proc/airflow_hit(atom/A)
airflow_speed = 0
airflow_dest = null
mob/airflow_hit(atom/A)
for(var/mob/M in hearers(src))
M.show_message("<span class='danger'>\The [src] slams into \a [A]!</span>",1,"<span class='danger'>You hear a loud slam!</span>",2)
playsound(src.loc, "smash.ogg", 25, 1, -1)
var/weak_amt = istype(A,/obj/item) ? A:w_class : rand(1,5) //Heheheh
Weaken(weak_amt)
. = ..()
obj/airflow_hit(atom/A)
for(var/mob/M in hearers(src))
M.show_message("<span class='danger'>\The [src] slams into \a [A]!</span>",1,"<span class='danger'>You hear a loud slam!</span>",2)
playsound(src.loc, "smash.ogg", 25, 1, -1)
. = ..()
obj/item/airflow_hit(atom/A)
airflow_speed = 0
airflow_dest = null
mob/living/carbon/human/airflow_hit(atom/A)
// for(var/mob/M in hearers(src))
// M.show_message("<span class='danger'>[src] slams into [A]!</span>",1,"<span class='danger'>You hear a loud slam!</span>",2)
playsound(src.loc, "punch", 25, 1, -1)
if (prob(33))
loc:add_blood(src)
bloody_body(src)
var/b_loss = airflow_speed * vsc.airflow_damage
var/blocked = run_armor_check(BP_HEAD,"melee")
apply_damage(b_loss/3, BRUTE, BP_HEAD, blocked, 0, "Airflow")
blocked = run_armor_check(BP_TORSO,"melee")
apply_damage(b_loss/3, BRUTE, BP_TORSO, blocked, 0, "Airflow")
blocked = run_armor_check(BP_GROIN,"melee")
apply_damage(b_loss/3, BRUTE, BP_GROIN, blocked, 0, "Airflow")
if(airflow_speed > 10)
Paralyse(round(airflow_speed * vsc.airflow_stun))
Stun(paralysis + 3)
else
Stun(round(airflow_speed * vsc.airflow_stun/2))
. = ..()
zone/proc/movables()
. = list()
for(var/turf/T in contents)
for(var/atom/movable/A in T)
if(!A.simulated || A.anchored || istype(A, /obj/effect) || istype(A, /mob/observer))
continue
. += A