/* Immovable rod random event. The rod will spawn at some location outside the station, and travel in a straight line to the opposite side of the station Everything solid in the way will be ex_act()'d In my current plan for it, 'solid' will be defined as anything with density == 1 --NEOFite */ /datum/event/immovable_rod announceWhen = 5 /datum/event/immovable_rod/announce() GLOB.minor_announcement.Announce("What the fuck was that?!", "General Alert") /datum/event/immovable_rod/start() var/startside = pick(GLOB.cardinal) var/turf/startT = spaceDebrisStartLoc(startside, level_name_to_num(MAIN_STATION)) var/turf/endT = spaceDebrisFinishLoc(startside, level_name_to_num(MAIN_STATION)) new /obj/effect/immovablerod/event(startT, endT) /obj/effect/immovablerod name = "Immovable Rod" desc = "What the fuck is that?" icon = 'icons/obj/objects.dmi' icon_state = "immrod" throwforce = 100 density = TRUE anchored = TRUE var/z_original = 0 var/destination var/notify = TRUE var/move_delay = 1 /obj/effect/immovablerod/New(atom/start, atom/end, delay) . = ..() loc = start z_original = z destination = end move_delay = delay if(notify) notify_ghosts("\A [src] is inbound!", enter_link="(Click to follow)", source = src, action = NOTIFY_FOLLOW) GLOB.poi_list |= src if(end?.z == z_original) walk_towards(src, destination, move_delay) /obj/effect/immovablerod/Topic(href, href_list) if(href_list["follow"]) var/mob/dead/observer/ghost = usr if(istype(ghost)) ghost.ManualFollow(src) /obj/effect/immovablerod/Destroy() GLOB.poi_list.Remove(src) return ..() /obj/effect/immovablerod/ex_act(severity) return 0 /obj/effect/immovablerod/singularity_act() return /obj/effect/immovablerod/singularity_pull() return /obj/effect/immovablerod/Bump(atom/clong) if(prob(10)) playsound(src, 'sound/effects/bang.ogg', 50, TRUE) audible_message("CLANG") if(clong && prob(25)) x = clong.x y = clong.y if(isturf(clong) || isobj(clong)) if(clong.density) clong.ex_act(2) else if(ismob(clong)) if(ishuman(clong)) var/mob/living/carbon/human/H = clong H.visible_message("[H.name] is penetrated by an immovable rod!" , "The rod penetrates you!" , "You hear a CLANG!") H.adjustBruteLoss(160) if(clong.density || prob(10)) clong.ex_act(EXPLODE_HEAVY) /obj/effect/immovablerod/event // The base chance to "damage" the floor when passing. This is not guaranteed to cause a full on hull breach. // Chance to expose the tile to space is like 60% of this value. var/floor_rip_chance = 40 /obj/effect/immovablerod/event/Move() var/atom/oldloc = loc . = ..() if(prob(floor_rip_chance)) var/turf/simulated/floor/T = get_turf(oldloc) if(istype(T)) T.ex_act(EXPLODE_HEAVY) if(loc == destination) qdel(src) /obj/effect/immovablerod/deadchat_plays(mode = DEADCHAT_DEMOCRACY_MODE, cooldown = 6 SECONDS) return AddComponent(/datum/component/deadchat_control/immovable_rod, mode, list(), cooldown) /** * Rod will walk towards edge turf in the specified direction. * * Arguments: * * direction - The direction to walk the rod towards: NORTH, SOUTH, EAST, WEST. */ /obj/effect/immovablerod/proc/walk_in_direction(direction) destination = get_edge_target_turf(src, direction) walk_towards(src, destination)