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https://github.com/ParadiseSS13/Paradise.git
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e6f99049f6
* MILLA phase 2 * Lint. * Build Rust library * Assorted bugfixes and tweaks * Simplify fire mechanics and make hotspot sending to DM more reliable. * Assorted tweaks, fixed an issue in the core engine and removed the softcap it made necesary. * SM fixes, slower plasmafire, less overpowered pyro anomalies, and air alarm improvements. * Review fixes. * Build Rust library * Unbalanced icon. * Rebalance immovable rods. * Unbalanced has alerts, can fight airflow (but get slowed) * Build Rust library * Stronger space cooling, slower temperature flow, faster burns, burnt floors, and a hotspot display fix. * Build Rust library * Tweaks to avoid merge conflict * Oops. * Build Rust library * Rebalance wind. * Rebalance temperature flow and space cooling. * Fix gas flamethrower. * Build Rust library * Make air push slowdown directional, so you don't get slowed while moving with the air. * Variable name cleanup. * Reduce the speed of wind pushes. * Prevent wind pushes from breaking your pull. * Prevent swaps during wind push. * Made supermatter crytals reliably run last in atmos machinery. * Sped up plasmafire burning, but dropped the minimum burn amount. * Rebalanced SM heat output. * Rebalanced pyro anomaly. * Build Rust library * Lint * Build Rust library * Uncap fuel burnt readout. * Added Custom air alarm mode, dropped Refill cap to ONE_ATMOSPHERE. * Updated air alarm modes to use pressure settings instead of ONE_ATMOSPHERE * Added a list of areas not in Filtering to atmos alert computer. * Increase pressure gradient and vent output, especially at low distro pressure. * Changed Immovable Rod from Moderate to Major. * Lint * Build Rust library * More lint! * Build Rust library * Magboots, scaled slowdown, and nukie borg immunity * Wind image * Wind v2 * Wind v3 * pngcrush * pngcrush again * Moved hotspot removal into SSair, add wind effect. * Lint * Build Rust library * Fix hotspots. * Hotspot visual based on gas burnt * Build Rust library * Scaled wind to gas amount, stopped first wind push while moving. * Made Rust panic logging safer. * Made MILLA full tick and sleep timers more honest. * Pressure overlay, ghost mode, atmos goggles. * Build Rust library * Lint * Build Rust library * More lint-y stuff. * Build Rust library * Repair pressure overlay if it loses its loc. * Bind pressure overlays to their tile better. * Build Rust library * Make the pressure overlay work on z=1 and not proliferate effects. * Don't block the supply shuttle. * Don't fine for special effects. * Maybe don't fine for ghosts, either. * Build Rust library * Make pressure overlay play nice with shuttles. * Build Rust library * Pressure scanning for borgs. * Build Rust library * Lint * Build Rust library * Made explosions not generate so much wind. * Removed an old and non-functional proc. * Clientless mobs can get pushed again. * Build Rust library * cargo fmt * Build Rust library * Don't divide by zero. * Plasmafire generator for the Shadow * Update shadow to use plasmafire generators * Fix shadow's plasmafire generators going out on depart. * Prevent heat2color from runtiming at absolute zero. * Better nanofrost * Build Rust library * Singularity immunity * Build Rust library * Add back meson mode to atmospheric scanner goggles, so they don't stare deeply into the SM * Build Rust library * Dump panic outputs into data/ instead. * Build Rust library * Apply suggestions from code review Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com> Signed-off-by: Charlie Nolan <funnyman3595@gmail.com> * Saner handling of MILLA crash. * Build Rust library --------- Signed-off-by: Charlie Nolan <funnyman3595@gmail.com> Co-authored-by: paradisess13[bot] <165046124+paradisess13[bot]@users.noreply.github.com> Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>
169 lines
4.6 KiB
Plaintext
169 lines
4.6 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/Move(turf/newloc, direction)
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if(!istype(newloc))
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return ..()
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if(!direction)
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direction = get_dir(src, newloc)
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forceMove(newloc)
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setDir(direction)
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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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clong_turf(newloc)
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for(var/atom/victim as anything in newloc)
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clong_thing(victim)
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/obj/effect/immovablerod/proc/clong_turf(turf/victim)
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if(!victim.density)
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return
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if(iswallturf(victim))
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var/turf/simulated/wall/W = victim
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W.take_damage(rand(W.damage_cap / 3, W.damage_cap * 4 / 3))
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else
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victim.ex_act(EXPLODE_LIGHT)
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/obj/effect/immovablerod/proc/clong_thing(atom/victim)
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if(isobj(victim) && victim.density)
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victim.ex_act(EXPLODE_HEAVY)
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else if(ismob(victim))
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if(ishuman(victim))
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var/mob/living/carbon/human/H = victim
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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(victim.density || prob(10))
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victim.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 15% 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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. = ..()
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if(loc == end)
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qdel(src)
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/obj/effect/immovablerod/event/clong_turf(turf/victim)
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if(!isfloorturf(victim))
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return ..()
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if(!prob(floor_rip_chance))
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return
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var/turf/simulated/floor/T = victim
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if(prob(25))
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T.ex_act(EXPLODE_HEAVY)
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else
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T.ex_act(EXPLODE_LIGHT)
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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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