Better meteors, smoother rod movement (#29797)

* Better meteors

* Update move loop flags file references in comments.

* Adds MOVEMENT_LOOP_FORCE_MOVE, adds support for it to all movement types.

* Standardize meteor and rod movement.

* move_towards fixes

* Faster movement, fixed rod directions.

* Fix and simplify move_towards movement type.

* Bad comment.

* Oops.

* Revert requirements.txt change, doesn't belong in this PR.

* Apply suggestions from code review

Co-authored-by: PollardTheDragon <144391971+PollardTheDragon@users.noreply.github.com>
Signed-off-by: Charlie Nolan <funnyman3595@gmail.com>

---------

Signed-off-by: Charlie Nolan <funnyman3595@gmail.com>
Co-authored-by: PollardTheDragon <144391971+PollardTheDragon@users.noreply.github.com>
This commit is contained in:
Charlie Nolan
2025-07-24 19:51:58 +00:00
committed by GitHub
co-authored by PollardTheDragon
parent f8d5490731
commit 6511979ce4
9 changed files with 352 additions and 254 deletions
+145 -69
View File
@@ -66,8 +66,8 @@ GLOBAL_LIST_INIT(meteors_gore, list(/obj/effect/meteor/meaty = 5, /obj/effect/me
icon = 'icons/obj/meteor.dmi'
icon_state = "small"
density = TRUE
var/hits = 4
var/hitpwr = EXPLODE_HEAVY //Level of ex_act to be called on hit.
max_integrity = 400 * OBJ_INTEGRITY_TO_WALL_DAMAGE
var/explosion_strength = EXPLODE_HEAVY // Level of ex_act to be called on hit.
var/dest
pass_flags = PASSTABLE
var/heavy = FALSE
@@ -78,20 +78,61 @@ GLOBAL_LIST_INIT(meteors_gore, list(/obj/effect/meteor/meaty = 5, /obj/effect/me
var/list/meteordrop = list(/obj/item/stack/ore/iron)
var/dropamt = 2
/obj/effect/meteor/Move(atom/newloc, direction, glide_size_override = 0, update_dir = TRUE)
// Delete if we reach our goal or somehow leave the Z level.
if(z != z_original || loc == dest)
/obj/effect/meteor/Move(atom/destination)
// Nullspace is scary.
if(isnull(loc) || isnull(destination))
qdel(src)
return FALSE
. = ..() //process movement...
// Quietly delete if we reach our goal or somehow leave the Z level.
if(z != z_original || loc == dest || destination.z != z_original || destination == dest)
qdel(src)
return FALSE
if(.)//.. if did move, ram the turf we get in
var/turf/T = get_turf(loc)
ram_turf(T)
// Dead meteors hit no atoms.
if(obj_integrity <= 0 || QDELETED(src))
return FALSE
if(prob(10) && !ispassmeteorturf(T))//randomly takes a 'hit' from ramming
get_hit()
if(abs(destination.y - y) == 1 && abs(destination.x - x) == 1)
// Hit one of the turfs beside the diagonal.
crunch(locate(destination.x, y, z))
// Dead meteors hit no atoms.
if(obj_integrity <= 0 || QDELETED(src))
return FALSE
// Hit the target tile and move to it (even if we made it change).
forceMove(crunch(destination))
// Dead meteors don't move, either.
if(obj_integrity <= 0 || QDELETED(src))
return FALSE
return TRUE
/obj/effect/meteor/proc/crunch(turf/target)
// Keep track of the target coordinates so we can find the turf again if it changes.
var/target_x = target.x
var/target_y = target.y
var/target_z = target.z
if(iswallturf(target))
// Ram into the wall.
ram_wall(target)
if(!target)
// We broke the turf, find it again.
target = locate(target_x, target_y, target_z)
if(obj_integrity <= 0 || QDELETED(src))
return target
ram_turf_contents(target)
if(!target)
// We broke the turf, find it again.
target = locate(target_x, target_y, target_z)
return target
/obj/effect/meteor/Destroy()
if(timerid)
@@ -112,36 +153,70 @@ GLOBAL_LIST_INIT(meteors_gore, list(/obj/effect/meteor/meaty = 5, /obj/effect/me
/obj/effect/meteor/Process_Spacemove(movement_dir, continuous_move)
return TRUE
/obj/effect/meteor/Bump(atom/A)
if(A)
ram_turf(get_turf(A))
playsound(loc, meteorsound, 40, TRUE)
if(!istype(A, /obj/structure/railing))
get_hit()
/obj/effect/meteor/proc/ram_wall(turf/simulated/wall/wall)
var/damage_cap = wall.damage_cap
if(wall.rotting)
damage_cap /= 10
var/damage_needed = (damage_cap - wall.damage) * OBJ_INTEGRITY_TO_WALL_DAMAGE
if(damage_needed <= 0)
wall.dismantle_wall()
else if(damage_needed < obj_integrity)
obj_integrity -= damage_needed
wall.dismantle_wall()
else
wall.take_damage(obj_integrity / OBJ_INTEGRITY_TO_WALL_DAMAGE)
if(wall) // In case we somehow broke it despite not thinking we could.
wall.ex_act(explosion_strength)
deconstruct(FALSE)
/obj/effect/meteor/proc/ram_turf(turf/T)
//first bust whatever is in the turf
for(var/thing in T)
var/atom/A = thing
if(thing == src)
/obj/effect/meteor/proc/ram_turf_contents(turf/T)
. = FALSE // Tracks whether we hit anything.
for(var/atom/thing in T)
if(thing == src || QDELETED(thing))
continue
if(isliving(thing))
. = TRUE // Hit a mob.
var/mob/living/living_thing = thing
living_thing.visible_message("<span class='warning'>[src] slams into [living_thing].</span>", "<span class='userdanger'>[src] slams into you!</span>")
A.ex_act(hitpwr)
thing.ex_act(explosion_strength)
//then, ram the turf if it still exists
if(T)
T.ex_act(hitpwr)
if(!isobj(thing))
continue
//process getting 'hit' by colliding with a dense object
//or randomly when ramming turfs
/obj/effect/meteor/proc/get_hit()
hits--
if(hits <= 0)
make_debris()
meteor_effect()
qdel(src)
var/obj/obstacle = thing
if(obstacle.obj_integrity <= 0)
// It's already broken.
continue
if(!obstacle.density)
// Doesn't block our way, but we still damage it on our way past.
obstacle.ex_act(explosion_strength)
continue
. = TRUE // Hit an object.
var/damage_needed = obstacle.calculate_oneshot_damage(BRUTE, MELEE)
if(obj_integrity > damage_needed)
obj_integrity -= damage_needed
obstacle.obj_break(MELEE)
obstacle.obj_destruction(MELEE)
else
obstacle.take_damage(obj_integrity, BRUTE, MELEE)
obstacle.ex_act(explosion_strength)
obj_integrity = 0
deconstruct(FALSE)
return
// Do some damage to the floor (if any) in passing.
T.ex_act(explosion_strength)
/obj/effect/meteor/deconstruct(disassembled)
make_debris()
meteor_effect()
return ..()
/obj/effect/meteor/ex_act()
return
@@ -155,9 +230,10 @@ GLOBAL_LIST_INIT(meteors_gore, list(/obj/effect/meteor/meaty = 5, /obj/effect/me
/obj/effect/meteor/proc/make_debris()
for(var/throws = dropamt, throws > 0, throws--)
var/thing_to_spawn = pick(meteordrop)
new thing_to_spawn(get_turf(src))
if(ispath(thing_to_spawn))
new thing_to_spawn(get_turf(src))
/obj/effect/meteor/proc/chase_target(atom/chasing, delay = 1)
/obj/effect/meteor/proc/chase_target(atom/chasing, delay = 0.5)
set waitfor = FALSE
if(chasing)
GLOB.move_manager.home_onto(src, chasing, delay)
@@ -204,17 +280,16 @@ GLOBAL_LIST_INIT(meteors_gore, list(/obj/effect/meteor/meaty = 5, /obj/effect/me
goal = null
return ..()
/obj/effect/meteor/fake/ram_turf(turf/T)
if(!isspaceturf(T))
fail()
return
for(var/thing in T)
if(isobj(thing) && !iseffect(thing))
fail()
return
/obj/effect/meteor/fake/ram_wall(turf/simulated/wall/wall)
fail()
return TRUE
/obj/effect/meteor/fake/get_hit()
return
/obj/effect/meteor/fake/ram_turf_contents(turf/T)
for(var/obj/thing in T)
if(!iseffect(thing) && !QDELETED(thing))
fail()
return TRUE
return FALSE
/obj/effect/meteor/fake/proc/succeed()
if(istype(goal))
@@ -231,8 +306,8 @@ GLOBAL_LIST_INIT(meteors_gore, list(/obj/effect/meteor/meaty = 5, /obj/effect/me
name = "space dust"
icon_state = "dust"
pass_flags = PASSTABLE | PASSGRILLE
hits = 1
hitpwr = EXPLODE_LIGHT
max_integrity = 100 * OBJ_INTEGRITY_TO_WALL_DAMAGE
explosion_strength = EXPLODE_LIGHT
meteorsound = 'sound/weapons/gunshots/gunshot_smg.ogg'
meteordrop = list(/obj/item/stack/ore/glass)
@@ -249,7 +324,7 @@ GLOBAL_LIST_INIT(meteors_gore, list(/obj/effect/meteor/meaty = 5, /obj/effect/me
/obj/effect/meteor/big
name = "big meteor"
icon_state = "large"
hits = 6
max_integrity = 600 * OBJ_INTEGRITY_TO_WALL_DAMAGE
heavy = TRUE
dropamt = 4
@@ -261,7 +336,7 @@ GLOBAL_LIST_INIT(meteors_gore, list(/obj/effect/meteor/meaty = 5, /obj/effect/me
/obj/effect/meteor/flaming
name = "flaming meteor"
icon_state = "flaming"
hits = 5
max_integrity = 500 * OBJ_INTEGRITY_TO_WALL_DAMAGE
heavy = TRUE
meteorsound = 'sound/effects/bamf.ogg'
meteordrop = list(/obj/item/stack/ore/plasma)
@@ -308,13 +383,13 @@ GLOBAL_LIST_INIT(meteors_gore, list(/obj/effect/meteor/meaty = 5, /obj/effect/me
name = "tunguska meteor"
icon_state = "flaming"
desc = "Your life briefly passes before your eyes the moment you lay them on this monstrosity."
hits = 30
hitpwr = EXPLODE_DEVASTATE
max_integrity = 3000 * OBJ_INTEGRITY_TO_WALL_DAMAGE
explosion_strength = EXPLODE_DEVASTATE
heavy = TRUE
meteorsound = 'sound/effects/bamf.ogg'
meteordrop = list(/obj/item/stack/ore/plasma)
/obj/effect/meteor/tunguska/Move()
/obj/effect/meteor/tunguska/Move(atom/destination)
. = ..()
if(.)
new /obj/effect/temp_visual/revenant(get_turf(src))
@@ -323,19 +398,25 @@ GLOBAL_LIST_INIT(meteors_gore, list(/obj/effect/meteor/meaty = 5, /obj/effect/me
..()
explosion(loc, 5, 10, 15, 20, 0, cause = "[name]: End explosion")
/obj/effect/meteor/tunguska/Bump()
..()
/obj/effect/meteor/tunguska/ram_wall()
. = ..()
if(prob(20))
explosion(loc, 2, 4, 6, 8, cause = "[name]: Bump explosion")
explosion(loc, 2, 4, 6, 8, cause = "[name]: Wall collision explosion")
/obj/effect/meteor/tunguska/ram_turf_contents()
. = ..()
if(. && prob(20))
explosion(loc, 2, 4, 6, 8, cause = "[name]: Object or mob collision explosion")
//Meaty Ore
/obj/effect/meteor/meaty
name = "meaty ore"
icon_state = "meateor"
desc = "Just... don't think too hard about where this thing came from."
hits = 2
max_integrity = 200 * OBJ_INTEGRITY_TO_WALL_DAMAGE
heavy = TRUE
meteorsound = 'sound/effects/blobattack.ogg'
var/bloodtype = /obj/effect/decal/cleanable/blood
meteordrop = list(/obj/item/food/meat/human, /obj/item/organ/internal/heart, /obj/item/organ/internal/lungs, /obj/item/organ/internal/appendix)
var/meteorgibs = /obj/effect/gibspawner/generic
@@ -344,17 +425,16 @@ GLOBAL_LIST_INIT(meteors_gore, list(/obj/effect/meteor/meaty = 5, /obj/effect/me
new meteorgibs(get_turf(src))
/obj/effect/meteor/meaty/ram_turf(turf/T)
if(!isspaceturf(T))
new /obj/effect/decal/cleanable/blood(T)
/obj/effect/meteor/meaty/Bump(atom/A)
A.ex_act(hitpwr)
get_hit()
/obj/effect/meteor/meaty/ram_turf_contents()
. = ..()
var/turf/T = get_turf(src)
if(bloodtype && !isspaceturf(T))
new bloodtype(T)
//Meaty Ore Xeno edition
/obj/effect/meteor/meaty/xeno
color = "#5EFF00"
bloodtype = /obj/effect/decal/cleanable/blood/xeno
meteordrop = list(/obj/item/food/monstermeat/xenomeat)
meteorgibs = /obj/effect/gibspawner/xeno
@@ -362,10 +442,6 @@ GLOBAL_LIST_INIT(meteors_gore, list(/obj/effect/meteor/meaty = 5, /obj/effect/me
meteordrop += subtypesof(/obj/item/organ/internal/alien)
return ..()
/obj/effect/meteor/meaty/xeno/ram_turf(turf/T)
if(!isspaceturf(T))
new /obj/effect/decal/cleanable/blood/xeno(T)
//////////////////////////
//Spookoween meteors
/////////////////////////
@@ -375,7 +451,7 @@ GLOBAL_LIST_INIT(meteors_gore, list(/obj/effect/meteor/meaty = 5, /obj/effect/me
desc = "THE PUMPKING'S COMING!"
icon = 'icons/obj/meteor_spooky.dmi'
icon_state = "pumpkin"
hits = 10
max_integrity = 1000 * OBJ_INTEGRITY_TO_WALL_DAMAGE
heavy = TRUE
dropamt = 1
meteordrop = list(/obj/item/clothing/head/hardhat/pumpkinhead, /obj/item/food/grown/pumpkin)
+26 -1
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@@ -30,7 +30,32 @@
armor_protection = armor.getRating(damage_flag)
if(armor_protection) //Only apply weak-against-armor/hollowpoint effects if there actually IS armor.
armor_protection = clamp((armor_protection * ((100 - armour_penetration_percentage) / 100)) - armour_penetration_flat, min(armor_protection, 0), 100)
return round(damage_amount * (100 - armor_protection)*0.01, DAMAGE_PRECISION)
var/damage_multiplier = (100 - armor_protection) / 100
return round(damage_amount * damage_multiplier, DAMAGE_PRECISION)
/// returns the amount of damage required to destroy this object in a single hit.
/obj/proc/calculate_oneshot_damage(damage_type, damage_flag = 0, attack_dir, armour_penetration_flat = 0, armour_penetration_percentage = 0)
if(obj_integrity <= 0)
return 0
if(resistance_flags & INDESTRUCTIBLE)
return INFINITY
if(damage_type != BRUTE && damage_type != BURN)
return INFINITY
var/armor_protection = 0
if(damage_flag)
armor_protection = armor.getRating(damage_flag)
if(armor_protection) // Only apply weak-against-armor/hollowpoint effects if there actually IS armor.
armor_protection = clamp((armor_protection * ((100 - armour_penetration_percentage) / 100)) - armour_penetration_flat, min(armor_protection, 0), 100)
var/damage_multiplier = (100 - armor_protection) / 100
if(damage_multiplier <= 0)
return INFINITY
var/oneshot = obj_integrity / damage_multiplier
if(damage_flag == MELEE)
oneshot = max(oneshot, damage_deflection)
return oneshot
///the sound played when the obj is damaged.
/obj/proc/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0)
+2 -2
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@@ -11,8 +11,8 @@
layer = BELOW_OBJ_LAYER
level = 3
armor = list(MELEE = 50, BULLET = 70, LASER = 70, ENERGY = 100, BOMB = 10, RAD = 100, FIRE = 0, ACID = 0)
max_integrity = 50
integrity_failure = 20
max_integrity = 300
integrity_failure = 100
cares_about_temperature = TRUE
rad_insulation_beta = RAD_BETA_BLOCKER
var/rods_type = /obj/item/stack/rods
+1
View File
@@ -10,6 +10,7 @@
climbable = TRUE
layer = ABOVE_MOB_LAYER
flags = ON_BORDER
max_integrity = 50
var/currently_climbed = FALSE
var/mover_dir = null