Files
Paradise/code/modules/events/immovable_rod.dm
2025-07-27 20:52:39 +00:00

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/*
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 = pick_edge_loc(startside, level_name_to_num(MAIN_STATION))
var/turf/endT = pick_edge_loc(REVERSE_DIR(startside), level_name_to_num(MAIN_STATION))
new /obj/effect/immovablerod/event(startT, endT)
/obj/effect/immovablerod
name = "\improper Immovable Rod"
desc = "What the fuck is that?"
icon = 'icons/obj/objects.dmi'
icon_state = "immrod"
throwforce = 100
density = TRUE
var/z_original = 0
var/notify = TRUE
var/move_delay = 0.5
var/atom/start
var/atom/end
/// The minimum amount of damage dealt to walls, relative to their max HP.
var/wall_damage_min_fraction = 0.9
/// The maximum amount of damage dealt to walls, relative to their max HP. Values over 1 are useful for adjusting the probability of destroying the wall.
var/wall_damage_max_fraction = 1.4
/// Rods should usually not change their orientation, as they're *immovable*. But if it's a wizard spell, or if an admin spawns one, we should probably let it re-orient to follow its movement.
var/fixed_dir = FALSE
/obj/effect/immovablerod/New(atom/_start, atom/_end, delay = 0.5)
. = ..()
ADD_TRAIT(src, TRAIT_NO_EDGE_TRANSITIONS, ROUNDSTART_TRAIT)
start = _start
end = _end
loc = start
if(end && !fixed_dir)
setDir(get_dir(start, end))
z_original = z
move_delay = delay
if(notify)
notify_ghosts("\A [src] is inbound!",
enter_link="<a href=byond://?src=[UID()];follow=1>(Click to follow)</a>",
source = src, action = NOTIFY_FOLLOW)
GLOB.poi_list |= src
head_towards_dest()
/obj/effect/immovablerod/proc/head_towards_dest()
if(end?.z == z_original)
GLOB.move_manager.move_towards(src, end, move_delay, home=ismovable(end), timeout=1 MINUTES)
/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/Move(turf/newloc, direction)
if(!istype(newloc))
return ..()
if(!fixed_dir)
if(!direction)
direction = get_dir(src, newloc)
setDir(direction)
forceMove(newloc)
if(z == newloc.z && abs(x - newloc.x) == 1 && abs(y - newloc.y) == 1)
clong(locate(x, newloc.y, z))
clong(newloc)
return TRUE
/obj/effect/immovablerod/Process_Spacemove(movement_dir, continuous_move)
return TRUE
/obj/effect/immovablerod/proc/clong(turf/victim)
if(prob(10))
playsound(src, 'sound/effects/bang.ogg', 50, TRUE)
audible_message("CLANG")
smash_turf(victim)
if(isnull(victim))
// The turf is dead, long live the turf!
victim = loc
while(TRUE)
var/hit_something_dense = FALSE
for(var/atom/obstacle as anything in victim)
clong_thing(obstacle)
if(obstacle.density)
hit_something_dense = TRUE
// Keep hitting stuff until there's nothing dense or we randomly go through it.
if(!hit_something_dense || prob(25))
break
/obj/effect/immovablerod/proc/smash_turf(turf/victim)
if(!victim.density)
return
if(iswallturf(victim))
var/turf/simulated/wall/W = victim
W.take_damage(rand(W.damage_cap * wall_damage_min_fraction, W.damage_cap * wall_damage_max_fraction))
else
victim.ex_act(EXPLODE_LIGHT)
/obj/effect/immovablerod/proc/clong_thing(atom/victim)
if(isobj(victim) && victim.density)
victim.ex_act(EXPLODE_HEAVY)
else if(ismob(victim))
if(ishuman(victim))
var/mob/living/carbon/human/H = victim
H.visible_message("<span class='danger'>[H.name] is penetrated by an immovable rod!</span>",
"<span class='userdanger'>The rod penetrates you!</span>",
"<span class ='danger'>You hear a CLANG!</span>")
H.adjustBruteLoss(160)
if(victim.density || prob(10))
victim.ex_act(EXPLODE_HEAVY)
/obj/effect/immovablerod/event
wall_damage_min_fraction = 0.33
wall_damage_max_fraction = 1.33
fixed_dir = TRUE
// 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
// Chance to damage the floor if we didn't rip it.
var/floor_graze_chance = 50
/obj/effect/immovablerod/event/New()
. = ..()
// You might think we should set this to match the direction the rod is moving. But it's not. The rod is immovable. The *station* is moving. The rod don't care which direction the station came from. It's an immovable rod. It can't turn to face the station.
setDir(pick(NORTH, EAST))
/obj/effect/immovablerod/event/Move()
. = ..()
if(loc == end)
qdel(src)
/obj/effect/immovablerod/event/smash_turf(turf/simulated/floor/victim)
if(!istype(victim))
return ..()
var/turf/simulated/floor/T = victim
if(prob(floor_rip_chance))
T.ex_act(EXPLODE_HEAVY)
else if(prob(floor_graze_chance))
T.ex_act(EXPLODE_LIGHT)
/obj/effect/immovablerod/deadchat_plays(mode = DEADCHAT_DEMOCRACY_MODE, cooldown = 6 SECONDS)
return AddComponent(/datum/component/deadchat_control/immovable_rod, mode, list(), cooldown)
/obj/effect/immovablerod/smite
fixed_dir = TRUE
/// The target that we're gonna aim for between start and end
var/obj/effect/portal/exit
/obj/effect/immovablerod/smite/New(atom/_start, atom/_end)
new /obj/effect/portal(start, lifespan = 2 SECONDS)
return ..()
/obj/effect/immovablerod/smite/Move()
. = ..()
if(get_turf(src) == get_turf(end))
// our exit condition: get outta there kowalski
var/target_turf = get_ranged_target_turf(src, dir, rand(1, 10))
setDir(get_dir(src, exit))
exit = new /obj/effect/portal(target_turf, lifespan = 2 SECONDS)
GLOB.move_manager.stop_looping(src)
GLOB.move_manager.move_towards(src, exit, move_delay, timeout = 2 SECONDS)
else if(locate(exit) in get_turf(src))
QDEL_NULL(exit)
qdel(src)
/**
* 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)
end = get_edge_target_turf(src, direction)
GLOB.move_manager.stop_looping(src)
GLOB.move_manager.move_towards(src, end, move_delay, timeout = 1 MINUTES)