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Makes anomalies deadlier (#18836)
* Makes anomalies deadlier * Apply suggestions from code review Co-authored-by: Sirryan2002 <80364400+Sirryan2002@users.noreply.github.com> * undodgeable to dodgeable * requested changes Co-authored-by: Sirryan2002 <80364400+Sirryan2002@users.noreply.github.com>
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Sirryan2002
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commit
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@@ -2,6 +2,7 @@
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/// Chance of taking a step per second
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#define ANOMALY_MOVECHANCE 70
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#define BLUESPACE_MASS_TELEPORT_RANGE 16
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/obj/effect/anomaly
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name = "anomaly"
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@@ -114,7 +115,7 @@
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if(!O.anchored && O.loc != src) // so it cannot throw the anomaly core
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var/mob/living/target = locate() in view(4, src)
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if(target && !target.stat)
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O.throw_at(target, 5, 10)
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O.throw_at(target, 5, 10, dodgeable = FALSE)
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/obj/effect/anomaly/grav/Crossed(atom/movable/AM)
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. = ..()
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@@ -143,6 +144,9 @@
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var/canshock = FALSE
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var/shockdamage = 20
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var/explosive = TRUE
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var/zap_flags = ZAP_MOB_DAMAGE | ZAP_OBJ_DAMAGE
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var/zap_range = 5
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var/power = 5000
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/obj/effect/anomaly/flux/Initialize(mapload, new_lifespan, drops_core = TRUE, _explosive = TRUE)
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. = ..()
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@@ -153,6 +157,9 @@
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canshock = TRUE
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for(var/mob/living/M in get_turf(src))
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mobShock(M)
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if(explosive && prob(50)) //Let us not fuck up the sm that much
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tesla_zap(src, zap_range, power, zap_flags)
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/obj/effect/anomaly/flux/Crossed(atom/movable/AM)
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. = ..()
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@@ -168,6 +175,7 @@
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if(canshock && istype(M))
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canshock = FALSE //Just so you don't instakill yourself if you slam into the anomaly five times in a second.
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M.electrocute_act(shockdamage, name, flags = SHOCK_NOGLOVES)
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M.Weaken(explosive ? 6 SECONDS : 3 SECONDS) //Back to being deadly if you touch it, rather than just being able to crawl out of it. Non explosive ones less deadly, since you can't loot them / vetus
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/obj/effect/anomaly/flux/detonate()
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if(explosive)
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@@ -191,8 +199,11 @@
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/obj/effect/anomaly/bluespace/anomalyEffect()
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..()
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for(var/mob/living/M in range(1, src))
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for(var/mob/living/M in range(3, src))
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do_teleport(M, locate(M.x, M.y, M.z), 4)
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for(var/obj/item/O in range (3, src))
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if(!O.anchored && O.invisibility == 0 && prob(50))
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do_teleport(O, locate(O.x, O.y, O.z), 6)
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/obj/effect/anomaly/bluespace/Bumped(atom/movable/AM)
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if(isliving(AM))
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@@ -229,7 +240,7 @@
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var/y_distance = turf_to.y - turf_from.y
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var/x_distance = turf_to.x - turf_from.x
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for(var/atom/movable/A in urange(12, turf_from)) // iterate thru list of mobs in the area
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for(var/atom/movable/A in urange(BLUESPACE_MASS_TELEPORT_RANGE, turf_from)) // iterate thru list of mobs in the area
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if(istype(A, /obj/item/radio/beacon))
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continue // don't teleport beacons because that's just insanely stupid
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if(A.anchored || A.move_resist == INFINITY)
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@@ -274,6 +285,11 @@
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/obj/effect/anomaly/pyro/anomalyEffect()
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..()
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ticks++
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for(var/mob/living/M in range(4, src))
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if(prob(50))
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M.adjust_fire_stacks(4)
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M.IgniteMob()
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if(ticks < 5)
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return
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else
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@@ -360,3 +376,4 @@
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T.ex_act(ex_act_force)
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#undef ANOMALY_MOVECHANCE
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#undef BLUESPACE_MASS_TELEPORT_RANGE
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@@ -652,10 +652,10 @@ GLOBAL_DATUM_INIT(welding_sparks, /mutable_appearance, mutable_appearance('icons
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playsound(src, drop_sound, YEET_SOUND_VOLUME, ignore_walls = FALSE)
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return hit_atom.hitby(src, 0, itempush, throwingdatum = throwingdatum)
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/obj/item/throw_at(atom/target, range, speed, mob/thrower, spin=1, diagonals_first = 0, datum/callback/callback, force)
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/obj/item/throw_at(atom/target, range, speed, mob/thrower, spin = 1, diagonals_first = 0, datum/callback/callback, force, dodgeable)
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thrownby = thrower?.UID()
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callback = CALLBACK(src, .proc/after_throw, callback) //replace their callback with our own
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. = ..(target, range, speed, thrower, spin, diagonals_first, callback, force)
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. = ..(target, range, speed, thrower, spin, diagonals_first, callback, force, dodgeable)
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/obj/item/proc/after_throw(datum/callback/callback)
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if(callback) //call the original callback
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