Files
Paradise/code/game/objects/effects/meteors.dm
Charlie Nolan 6511979ce4 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>
2025-07-24 19:51:58 +00:00

466 lines
13 KiB
Plaintext

#define DEFAULT_METEOR_LIFETIME 3 MINUTES
#define MAP_EDGE_PAD 5
//Meteors probability of spawning during a given wave
GLOBAL_LIST_INIT(meteors_normal, list(/obj/effect/meteor/dust = 3, /obj/effect/meteor/medium = 8, /obj/effect/meteor/big = 3,
/obj/effect/meteor/flaming = 1, /obj/effect/meteor/irradiated = 3)) //for normal meteor event
GLOBAL_LIST_INIT(meteors_threatening, list(/obj/effect/meteor/medium = 4, /obj/effect/meteor/big = 8,
/obj/effect/meteor/flaming = 3, /obj/effect/meteor/irradiated = 3, /obj/effect/meteor/bananium = 1)) //for threatening meteor event
GLOBAL_LIST_INIT(meteors_catastrophic, list(/obj/effect/meteor/medium = 3, /obj/effect/meteor/big = 10,
/obj/effect/meteor/flaming = 10, /obj/effect/meteor/irradiated = 10, /obj/effect/meteor/bananium = 2, /obj/effect/meteor/meaty = 2, /obj/effect/meteor/meaty/xeno = 2, /obj/effect/meteor/tunguska = 1)) //for catastrophic meteor event
GLOBAL_LIST_INIT(meteors_gore, list(/obj/effect/meteor/meaty = 5, /obj/effect/meteor/meaty/xeno = 1)) //for meaty ore event
///////////////////////////////
//Meteor spawning global procs
///////////////////////////////
/proc/spawn_meteors(number = 10, list/meteortypes)
for(var/i = 0; i < number; i++)
spawn_meteor(meteortypes)
/proc/spawn_meteor(list/meteortypes)
var/turf/pickedstart
var/turf/pickedgoal
var/max_i = 10 //number of tries to spawn meteor.
while(!isspaceturf(pickedstart))
var/startSide = pick(GLOB.cardinal)
var/startZ = level_name_to_num(MAIN_STATION)
pickedstart = pick_edge_loc(startSide, startZ)
pickedgoal = pick_edge_loc(REVERSE_DIR(startSide), startZ)
max_i--
if(max_i <= 0)
return
var/Me = pickweight(meteortypes)
var/obj/effect/meteor/M = new Me(pickedstart, pickedgoal)
M.dest = pickedgoal
/proc/pick_edge_loc(startSide, Z)
var/starty
var/startx
switch(startSide)
if(NORTH)
starty = world.maxy
startx = rand(1, world.maxx)
if(EAST)
starty = rand(1, world.maxy)
startx = world.maxx
if(SOUTH)
starty = 1
startx = rand(1, world.maxx)
if(WEST)
starty = rand(1, world.maxy)
startx = 1
return locate(startx, starty, Z)
///////////////////////
//The meteor effect
//////////////////////
/obj/effect/meteor
name = "\proper the concept of meteor"
desc = "You should probably run instead of gawking at this."
icon = 'icons/obj/meteor.dmi'
icon_state = "small"
density = TRUE
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
var/meteorsound = 'sound/effects/meteorimpact.ogg'
var/z_original
var/lifetime = DEFAULT_METEOR_LIFETIME
var/timerid = null
var/list/meteordrop = list(/obj/item/stack/ore/iron)
var/dropamt = 2
/obj/effect/meteor/Move(atom/destination)
// Nullspace is scary.
if(isnull(loc) || isnull(destination))
qdel(src)
return FALSE
// 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
// Dead meteors hit no atoms.
if(obj_integrity <= 0 || QDELETED(src))
return FALSE
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)
deltimer(timerid)
GLOB.meteor_list -= src
GLOB.move_manager.stop_looping(src) //this cancels the GLOB.move_manager.home_onto() proc
return ..()
/obj/effect/meteor/Initialize(mapload, target)
. = ..()
ADD_TRAIT(src, TRAIT_NO_EDGE_TRANSITIONS, ROUNDSTART_TRAIT)
z_original = z
GLOB.meteor_list += src
SpinAnimation()
timerid = QDEL_IN(src, lifetime)
chase_target(target)
/obj/effect/meteor/Process_Spacemove(movement_dir, continuous_move)
return TRUE
/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_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>")
thing.ex_act(explosion_strength)
if(!isobj(thing))
continue
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
/obj/effect/meteor/item_interaction(mob/living/user, obj/item/used, list/modifiers)
if(istype(used, /obj/item/pickaxe))
make_debris()
qdel(src)
return ITEM_INTERACT_COMPLETE
/obj/effect/meteor/proc/make_debris()
for(var/throws = dropamt, throws > 0, throws--)
var/thing_to_spawn = pick(meteordrop)
if(ispath(thing_to_spawn))
new thing_to_spawn(get_turf(src))
/obj/effect/meteor/proc/chase_target(atom/chasing, delay = 0.5)
set waitfor = FALSE
if(chasing)
GLOB.move_manager.home_onto(src, chasing, delay)
/obj/effect/meteor/proc/meteor_effect()
if(heavy)
var/sound/meteor_sound = sound(meteorsound)
var/random_frequency = get_rand_frequency()
for(var/P in GLOB.player_list)
var/mob/M = P
var/turf/T = get_turf(M)
if(!T || T.z != z)
continue
var/dist = get_dist(M.loc, loc)
shake_camera(M, dist > 20 ? 2 : 4, dist > 20 ? 1 : 3)
M.playsound_local(loc, null, 50, TRUE, random_frequency, 10, S = meteor_sound)
///////////////////////
//Meteor types
///////////////////////
//Fake
/obj/effect/meteor/fake
name = "simulated meteor"
desc = "A simulated meteor for testing shield satellites. How did you see this, anyway?"
invisibility = INVISIBILITY_MAXIMUM
density = FALSE
pass_flags = NONE
/// The station goal that is simulating this meteor.
var/datum/station_goal/station_shield/goal
/// Did we crash into something? Used to avoid falsely reporting success when qdeleted.
var/failed = FALSE
/obj/effect/meteor/fake/Initialize(mapload)
. = ..()
for(var/datum/station_goal/station_shield/found_goal in SSticker.mode.station_goals)
goal = found_goal
return
/obj/effect/meteor/fake/Destroy()
if(!failed)
succeed()
goal = null
return ..()
/obj/effect/meteor/fake/ram_wall(turf/simulated/wall/wall)
fail()
return TRUE
/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))
goal.update_coverage(TRUE, get_turf(src))
/obj/effect/meteor/fake/proc/fail()
if(istype(goal))
goal.update_coverage(FALSE, get_turf(src))
failed = TRUE
qdel(src)
//Dust
/obj/effect/meteor/dust
name = "space dust"
icon_state = "dust"
pass_flags = PASSTABLE | PASSGRILLE
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)
//Medium-sized
/obj/effect/meteor/medium
name = "meteor"
dropamt = 3
/obj/effect/meteor/medium/meteor_effect()
..()
explosion(loc, 0, 1, 2, 3, 0, cause = name)
//Large-sized
/obj/effect/meteor/big
name = "big meteor"
icon_state = "large"
max_integrity = 600 * OBJ_INTEGRITY_TO_WALL_DAMAGE
heavy = TRUE
dropamt = 4
/obj/effect/meteor/big/meteor_effect()
..()
explosion(loc, 1, 2, 3, 4, 0, cause = name)
//Flaming meteor
/obj/effect/meteor/flaming
name = "flaming meteor"
icon_state = "flaming"
max_integrity = 500 * OBJ_INTEGRITY_TO_WALL_DAMAGE
heavy = TRUE
meteorsound = 'sound/effects/bamf.ogg'
meteordrop = list(/obj/item/stack/ore/plasma)
/obj/effect/meteor/flaming/meteor_effect()
..()
explosion(loc, 1, 2, 3, 4, 0, 0, 5, cause = name)
//Radiation meteor
/obj/effect/meteor/irradiated
name = "glowing meteor"
icon_state = "glowing"
heavy = TRUE
meteordrop = list(/obj/item/stack/ore/uranium)
/obj/effect/meteor/irradiated/meteor_effect()
..()
explosion(loc, 0, 0, 4, 3, 0, cause = name)
new /obj/effect/decal/cleanable/greenglow(get_turf(src))
radiation_pulse(src, 20000, 7, ALPHA_RAD)
for(var/turf/target_turf in range(loc, 3))
contaminate_target(target_turf, src, 2000, ALPHA_RAD)
//Hot take on this one. This often hits walls. It really has to breach into somewhere important to matter. This at leats makes the area slightly dangerous for a bit
/obj/effect/meteor/bananium
name = "bananium meteor"
desc = "Well this would be just an awful way to die."
icon_state = "clownish"
heavy = TRUE
meteordrop = list(/obj/item/stack/ore/bananium)
/obj/effect/meteor/bananium/meteor_effect()
..()
explosion(loc, 0, 0, 3, 2, 0, cause = name)
var/turf/current_turf = get_turf(src)
new /obj/item/grown/bananapeel(current_turf)
for(var/obj/target in range(4, current_turf))
if(prob(15))
target.cmag_act()
//Station buster Tunguska
/obj/effect/meteor/tunguska
name = "tunguska meteor"
icon_state = "flaming"
desc = "Your life briefly passes before your eyes the moment you lay them on this monstrosity."
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(atom/destination)
. = ..()
if(.)
new /obj/effect/temp_visual/revenant(get_turf(src))
/obj/effect/meteor/tunguska/meteor_effect()
..()
explosion(loc, 5, 10, 15, 20, 0, cause = "[name]: End explosion")
/obj/effect/meteor/tunguska/ram_wall()
. = ..()
if(prob(20))
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."
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
/obj/effect/meteor/meaty/make_debris()
..()
new meteorgibs(get_turf(src))
/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
/obj/effect/meteor/meaty/xeno/Initialize(mapload, target)
meteordrop += subtypesof(/obj/item/organ/internal/alien)
return ..()
//////////////////////////
//Spookoween meteors
/////////////////////////
/obj/effect/meteor/pumpkin
name = "PUMPKING"
desc = "THE PUMPKING'S COMING!"
icon = 'icons/obj/meteor_spooky.dmi'
icon_state = "pumpkin"
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)
/obj/effect/meteor/pumpkin/Initialize(mapload, target)
. = ..()
meteorsound = pick('sound/hallucinations/im_here1.ogg','sound/hallucinations/im_here2.ogg')
//////////////////////////
#undef DEFAULT_METEOR_LIFETIME
#undef MAP_EDGE_PAD