Files
Polaris/code/game/gamemodes/meteor/meteors.dm
PsiOmegaDelta d65ebf8b90 Meteor events are now direction biased.
When a meteor event triggers it now selects a main edge to arrive from, with a 20% probability to come from either neighboring edge. Will never arrive from the opposite edge.
The meteor event end time is now made more useful, and is based on a longest delay between meteor waves scenario.
The meteor event now supports multiple station Z-levels.
Removes the meteor sounds, as they can rarely be heard over the explosions anyway.
2015-09-18 21:45:15 +02:00

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/var/const/meteor_wave_delay = 625 //minimum wait between waves in tenths of seconds
//set to at least 100 unless you want evarr ruining every round
//Meteors probability of spawning during a given wave
/var/list/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
/var/list/meteors_threatening = list(/obj/effect/meteor/medium=4, /obj/effect/meteor/big=8, \
/obj/effect/meteor/flaming=3, /obj/effect/meteor/irradiated=3) //for threatening meteor event
/var/list/meteors_catastrophic = list(/obj/effect/meteor/medium=5, /obj/effect/meteor/big=75, \
/obj/effect/meteor/flaming=10, /obj/effect/meteor/irradiated=10, /obj/effect/meteor/tunguska = 1) //for catastrophic meteor event
/var/list/meteors_dust = list(/obj/effect/meteor/dust) //for space dust event
///////////////////////////////
//Meteor spawning global procs
///////////////////////////////
/proc/pick_meteor_start(var/startSide = pick(cardinal))
var/startLevel = pick(config.station_levels)
var/pickedstart = spaceDebrisStartLoc(startSide, startLevel)
return list(startLevel, pickedstart)
/proc/spawn_meteors(var/number = 10, var/list/meteortypes, var/startSide)
for(var/i = 0; i < number; i++)
spawn_meteor(meteortypes, startSide)
/proc/spawn_meteor(var/list/meteortypes, var/startSide)
var/start = pick_meteor_start(startSide)
var/startLevel = start[1]
var/turf/pickedstart = start[2]
var/turf/pickedgoal = spaceDebrisFinishLoc(startSide, startLevel)
var/Me = pickweight(meteortypes)
var/obj/effect/meteor/M = new Me(pickedstart)
M.dest = pickedgoal
M.z_original = startLevel
spawn(0)
walk_towards(M, M.dest, 1)
return
/proc/spaceDebrisStartLoc(startSide, Z)
var/starty
var/startx
switch(startSide)
if(NORTH)
starty = world.maxy-(TRANSITIONEDGE+1)
startx = rand((TRANSITIONEDGE+1), world.maxx-(TRANSITIONEDGE+1))
if(EAST)
starty = rand((TRANSITIONEDGE+1),world.maxy-(TRANSITIONEDGE+1))
startx = world.maxx-(TRANSITIONEDGE+1)
if(SOUTH)
starty = (TRANSITIONEDGE+1)
startx = rand((TRANSITIONEDGE+1), world.maxx-(TRANSITIONEDGE+1))
if(WEST)
starty = rand((TRANSITIONEDGE+1), world.maxy-(TRANSITIONEDGE+1))
startx = (TRANSITIONEDGE+1)
var/turf/T = locate(startx, starty, Z)
return T
/proc/spaceDebrisFinishLoc(startSide, Z)
var/endy
var/endx
switch(startSide)
if(NORTH)
endy = TRANSITIONEDGE
endx = rand(TRANSITIONEDGE, world.maxx-TRANSITIONEDGE)
if(EAST)
endy = rand(TRANSITIONEDGE, world.maxy-TRANSITIONEDGE)
endx = TRANSITIONEDGE
if(SOUTH)
endy = world.maxy-TRANSITIONEDGE
endx = rand(TRANSITIONEDGE, world.maxx-TRANSITIONEDGE)
if(WEST)
endy = rand(TRANSITIONEDGE,world.maxy-TRANSITIONEDGE)
endx = world.maxx-TRANSITIONEDGE
var/turf/T = locate(endx, endy, Z)
return T
///////////////////////
//The meteor effect
//////////////////////
/obj/effect/meteor
name = "the concept of meteor"
desc = "You should probably run instead of gawking at this."
icon = 'icons/obj/meteor.dmi'
icon_state = "small"
density = 1
anchored = 1
var/hits = 4
var/hitpwr = 2 //Level of ex_act to be called on hit.
var/dest
pass_flags = PASSTABLE
var/heavy = 0
var/z_original = 1
var/meteordrop = /obj/item/weapon/ore/iron
var/dropamt = 2
/obj/effect/meteor/Move()
if(z != z_original || loc == dest)
qdel(src)
return
. = ..() //process movement...
if(.)//.. if did move, ram the turf we get in
var/turf/T = get_turf(loc)
ram_turf(T)
if(prob(10) && !istype(T, /turf/space))//randomly takes a 'hit' from ramming
get_hit()
return .
/obj/effect/meteor/Destroy()
walk(src,0) //this cancels the walk_towards() proc
..()
/obj/effect/meteor/New()
..()
SpinAnimation()
/obj/effect/meteor/Bump(atom/A)
if(A)
ram_turf(get_turf(A))
get_hit()
/obj/effect/meteor/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
return istype(mover, /obj/effect/meteor) ? 1 : ..()
/obj/effect/meteor/proc/ram_turf(var/turf/T)
//first bust whatever is in the turf
for(var/atom/A in T)
if(A != src)
A.ex_act(hitpwr)
//then, ram the turf if it still exists
if(T)
T.ex_act(hitpwr)
//process getting 'hit' by colliding with a dense object
//or randomly when ramming turfs
/obj/effect/meteor/proc/get_hit()
hits--
if(hits <= 0)
make_debris()
meteor_effect(heavy)
qdel(src)
/obj/effect/meteor/ex_act()
return
/obj/effect/meteor/attackby(obj/item/weapon/W as obj, mob/user as mob, params)
if(istype(W, /obj/item/weapon/pickaxe))
qdel(src)
return
..()
/obj/effect/meteor/proc/make_debris()
for(var/throws = dropamt, throws > 0, throws--)
var/obj/item/O = new meteordrop(get_turf(src))
O.throw_at(dest, 5, 10)
/obj/effect/meteor/proc/meteor_effect(var/effect=1)
if(effect)
for(var/mob/M in player_list)
var/turf/T = get_turf(M)
if(!T || T.z != src.z)
continue
var/dist = get_dist(M.loc, src.loc)
shake_camera(M, dist > 20 ? 3 : 5, dist > 20 ? 1 : 3)
///////////////////////
//Meteor types
///////////////////////
//Dust
/obj/effect/meteor/dust
name = "space dust"
icon_state = "dust"
pass_flags = PASSTABLE | PASSGRILLE
hits = 1
hitpwr = 3
meteordrop = /obj/item/weapon/ore/glass
//Medium-sized
/obj/effect/meteor/medium
name = "meteor"
dropamt = 3
/obj/effect/meteor/medium/meteor_effect()
..(heavy)
explosion(src.loc, 0, 1, 2, 3, 0)
//Large-sized
/obj/effect/meteor/big
name = "large meteor"
icon_state = "large"
hits = 6
heavy = 1
dropamt = 4
/obj/effect/meteor/big/meteor_effect()
..(heavy)
explosion(src.loc, 1, 2, 3, 4, 0)
//Flaming meteor
/obj/effect/meteor/flaming
name = "flaming meteor"
icon_state = "flaming"
hits = 5
heavy = 1
meteordrop = /obj/item/weapon/ore/phoron
/obj/effect/meteor/flaming/meteor_effect()
..(heavy)
explosion(src.loc, 1, 2, 3, 4, 0, 0, 5)
//Radiation meteor
/obj/effect/meteor/irradiated
name = "glowing meteor"
icon_state = "glowing"
heavy = 1
meteordrop = /obj/item/weapon/ore/uranium
/obj/effect/meteor/irradiated/meteor_effect()
..(heavy)
explosion(src.loc, 0, 0, 4, 3, 0)
new /obj/effect/decal/cleanable/greenglow(get_turf(src))
for(var/mob/living/L in view(5, src))
L.apply_effect(40, IRRADIATE)
//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 monstruosity"
hits = 30
hitpwr = 1
heavy = 1
meteordrop = /obj/item/weapon/ore/phoron
/obj/effect/meteor/tunguska/meteor_effect()
..(heavy)
explosion(src.loc, 5, 10, 15, 20, 0)
/obj/effect/meteor/tunguska/Bump()
..()
if(prob(20))
explosion(src.loc,2,4,6,8)