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77b6f52e6d
Haha this event is so funny it makes me want to merge without looking
144 lines
4.1 KiB
Plaintext
144 lines
4.1 KiB
Plaintext
/*
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Immovable rod random event.
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The rod will spawn at some location outside the station, and travel in a straight line to the opposite side of the station
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Everything solid in the way will be ex_act()'d
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In my current plan for it, 'solid' will be defined as anything with density == 1
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--NEOFite
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*/
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/datum/event/immovable_rod
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announceWhen = 5
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/datum/event/immovable_rod/announce()
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GLOB.minor_announcement.Announce("What the fuck was that?!", "General Alert")
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/datum/event/immovable_rod/start()
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var/startside = pick(GLOB.cardinal)
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var/turf/startT = spaceDebrisStartLoc(startside, level_name_to_num(MAIN_STATION))
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var/turf/endT = spaceDebrisFinishLoc(startside, level_name_to_num(MAIN_STATION))
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new /obj/effect/immovablerod/event(startT, endT)
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/obj/effect/immovablerod
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name = "\improper Immovable Rod"
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desc = "What the fuck is that?"
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icon = 'icons/obj/objects.dmi'
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icon_state = "immrod"
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throwforce = 100
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density = TRUE
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anchored = TRUE
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var/z_original = 0
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var/notify = TRUE
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var/move_delay = 1
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var/atom/start
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var/atom/end
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/obj/effect/immovablerod/New(atom/_start, atom/_end, delay)
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. = ..()
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start = _start
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end = _end
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loc = start
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z_original = z
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move_delay = delay
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if(notify)
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notify_ghosts("\A [src] is inbound!",
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enter_link="<a href=byond://?src=[UID()];follow=1>(Click to follow)</a>",
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source = src, action = NOTIFY_FOLLOW)
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GLOB.poi_list |= src
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head_towards_dest()
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/obj/effect/immovablerod/proc/head_towards_dest()
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if(end?.z == z_original)
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walk_towards(src, end, move_delay)
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/obj/effect/immovablerod/Topic(href, href_list)
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if(href_list["follow"])
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var/mob/dead/observer/ghost = usr
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if(istype(ghost))
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ghost.ManualFollow(src)
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/obj/effect/immovablerod/Destroy()
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GLOB.poi_list.Remove(src)
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return ..()
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/obj/effect/immovablerod/ex_act(severity)
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return 0
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/obj/effect/immovablerod/singularity_act()
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return
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/obj/effect/immovablerod/singularity_pull()
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return
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/obj/effect/immovablerod/Bump(atom/clong)
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if(prob(10))
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playsound(src, 'sound/effects/bang.ogg', 50, TRUE)
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audible_message("CLANG")
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if(clong && prob(25))
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x = clong.x
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y = clong.y
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if(isturf(clong) || isobj(clong))
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if(clong.density)
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clong.ex_act(EXPLODE_HEAVY)
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else if(ismob(clong))
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if(ishuman(clong))
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var/mob/living/carbon/human/H = clong
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H.visible_message("<span class='danger'>[H.name] is penetrated by an immovable rod!</span>",
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"<span class='userdanger'>The rod penetrates you!</span>",
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"<span class ='danger'>You hear a CLANG!</span>")
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H.adjustBruteLoss(160)
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if(clong.density || prob(10))
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clong.ex_act(EXPLODE_HEAVY)
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/obj/effect/immovablerod/event
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// The base chance to "damage" the floor when passing. This is not guaranteed to cause a full on hull breach.
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// Chance to expose the tile to space is like 60% of this value.
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var/floor_rip_chance = 40
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/obj/effect/immovablerod/event/Move()
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var/atom/oldloc = loc
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. = ..()
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if(prob(floor_rip_chance))
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var/turf/simulated/floor/T = get_turf(oldloc)
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if(istype(T))
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T.ex_act(EXPLODE_HEAVY)
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if(loc == end)
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qdel(src)
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/obj/effect/immovablerod/deadchat_plays(mode = DEADCHAT_DEMOCRACY_MODE, cooldown = 6 SECONDS)
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return AddComponent(/datum/component/deadchat_control/immovable_rod, mode, list(), cooldown)
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/obj/effect/immovablerod/smite
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/// The target that we're gonna aim for between start and end
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var/obj/effect/portal/exit
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/obj/effect/immovablerod/smite/New(atom/_start, atom/_end)
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new /obj/effect/portal(start, lifespan = 2 SECONDS)
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return ..()
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/obj/effect/immovablerod/smite/Move()
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. = ..()
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if(get_turf(src) == get_turf(end))
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// our exit condition: get outta there kowalski
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var/target_turf = get_ranged_target_turf(src, dir, rand(1, 10))
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start = loc
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walk(src, 0)
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exit = new /obj/effect/portal(target_turf, lifespan = 2 SECONDS)
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walk_towards(src, exit, move_delay)
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else if(locate(exit) in get_turf(src))
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QDEL_NULL(exit)
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qdel(src)
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/**
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* Rod will walk towards edge turf in the specified direction.
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*
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* Arguments:
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* * direction - The direction to walk the rod towards: NORTH, SOUTH, EAST, WEST.
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*/
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/obj/effect/immovablerod/proc/walk_in_direction(direction)
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end = get_edge_target_turf(src, direction)
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walk_towards(src, end, move_delay)
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