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Paradise/code/modules/events/immovable_rod.dm
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Luc d8ddda378b Deadchat Plays SS13: Ghost Control of Mobs (#20600)
* Add dchat control

* adds human support, cleans other things up

* Bit of cleanup

* actually use the item

* minor proc ref mistake, laugh at this user

* evil tg strings

* Renames defines, adds vv menu item for it

* Improve anarchy message formatting

* don't go to_chatting tesla energy balls

* aa review

* Minor cleanups, replace some emotes

* Addressing some reviews

* Incorporate some checks for deadchat mutes/prefs
2023-05-21 12:33:11 -05:00

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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 = 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="<a href=?src=[UID()];follow=1>(Click to follow)</a>",
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("<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(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)