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Polaris/code/game/gamemodes/meteor/meteors.dm
Mechoid ca2f68bf14 Adds Planetary Meteors (Again) (For Real)
Planetary meteor showers can occur.
Hull shield generators made Smarter for planetary use.
2023-03-05 05:27:29 -08:00

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var/global/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
//for space dust event
var/global/list/meteors_dust = list(/obj/effect/meteor/dust)
//for normal meteor event
var/global/list/meteors_normal = list(
/obj/effect/meteor/dust=3,
/obj/effect/meteor/medium=5,
/obj/effect/meteor/medium/spalling = 3,
/obj/effect/meteor/big=3,
/obj/effect/meteor/flaming=1,
/obj/effect/meteor/irradiated=3
)
//for threatening meteor event
var/global/list/meteors_threatening = list(
/obj/effect/meteor/medium=3,
/obj/effect/meteor/medium/spalling = 2,
/obj/effect/meteor/big=10,
/obj/effect/meteor/flaming=3,
/obj/effect/meteor/irradiated=3,
/obj/effect/meteor/emp=3)
//for catastrophic meteor event
var/global/list/meteors_catastrophic = list(
/obj/effect/meteor/medium=2,
/obj/effect/meteor/medium/spalling = 3,
/obj/effect/meteor/big=75,
/obj/effect/meteor/flaming=10,
/obj/effect/meteor/irradiated=8,
/obj/effect/meteor/irradiated/super=2,
/obj/effect/meteor/emp=10)
///////////////////////////////
//Meteor spawning global procs
///////////////////////////////
/proc/spawn_meteors(var/number = 10, var/list/meteortypes, var/startSide, var/zlevel)
log_debug("Spawning [number] meteors on the [dir2text(startSide)] of [zlevel].")
for(var/i = 0; i < number; i++)
spawn_meteor(meteortypes, startSide, zlevel)
/proc/spawn_meteor(var/list/meteortypes, var/startSide, var/startLevel)
if(isnull(startSide))
startSide = pick(cardinal)
if(isnull(startLevel))
startLevel = pick(using_map.station_levels - using_map.underground_levels)
var/turf/pickedstart = spaceDebrisStartLoc(startSide, startLevel)
var/turf/pickedgoal = spaceDebrisFinishLoc(startSide, startLevel)
var/Me = pickweight(meteortypes)
var/obj/effect/meteor/M = new Me(pickedstart)
if(M.planetary && !pickedgoal.outdoors)
var/list/Targ = check_trajectory(pickedgoal, pickedstart, PASSTABLE|PASSTREE)
if(LAZYLEN(Targ))
var/turf/TargetTurf = get_step(get_turf(Targ[1]), get_dir(pickedgoal, pickedstart))
if(get_dist(pickedstart, Targ[1]) < get_dist(pickedstart, pickedgoal))
pickedgoal = TargetTurf
M.launch_to_turf(pickedgoal, 1)
return
/proc/spaceDebrisStartLoc(var/startSide, var/Z, var/planetary)
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(var/startSide, var/Z, var/planetary)
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
// Override for special behavior when getting hit by meteors, and only meteors. Return one if the meteor hasn't been 'stopped'.
/atom/proc/handle_meteor_impact(var/obj/effect/meteor/meteor)
return TRUE
///////////////////////
//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 = TRUE
anchored = TRUE
var/hits = 4
var/hitpwr = 2 //Level of ex_act to be called on hit.
var/atom/dest
var/atom/start
var/startheight = 0
pass_flags = PASSTABLE
var/heavy = FALSE
var/z_original
// Planetary meteors slope in, and impact only their target turf. They can be hard to see before impact, but have a shadow.
var/planetary
var/curheight = 0 // How "high" we are
// They also have shadows.
var/obj/effect/projectile_shadow/shadow
var/list/chunk_tech = list(TECH_MATERIAL = 5)
var/meteordrop = /obj/item/ore/iron
var/dropamt = 2
// How much damage it does to walls, using take_damage().
// Normal walls will die to 150 or more, where as reinforced walls need 800 to penetrate. Durasteel walls need 1200 damage to go through.
// Multiply this and the hits var to get a rough idea of how penetrating a meteor is.
var/wall_power = 100
/obj/effect/meteor/Initialize()
. = ..()
z_original = z
var/turf/T = get_turf(src)
if(T.outdoors)
planetary = TRUE
GLOB.meteor_list += src
SpinAnimation()
/obj/effect/meteor/Move()
if(z != z_original || loc == dest)
qdel(src)
return
. = ..() //process movement...
/obj/effect/meteor/Moved(atom/old_loc, direction, forced = FALSE)
. = ..()
handle_unique_movement(old_loc, direction)
// Planetary roids only hit the turf they target, since they're, you know, in the air.
if(!planetary)
var/turf/T = get_turf(loc)
ram_turf(T)
if(prob(10) && !istype(T, /turf/space)) //randomly takes a 'hit' from ramming
get_hit()
else if(shadow) // We are planetary, and have a shadow. So make it keep up.
shadow.forceMove(get_turf(src))
/obj/effect/meteor/Destroy()
if(shadow)
QDEL_NULL(shadow)
walk(src,FALSE) //this cancels the walk_towards() proc
GLOB.meteor_list -= src
return ..()
/obj/effect/meteor/Bump(atom/A)
if(A)
if(A.handle_meteor_impact(src)) // Used for special behaviour when getting hit specifically by a meteor, like a shield.
if(planetary)
if(curheight > 1)
forceMove(get_turf(A))
else
ram_turf(get_turf(A))
get_hit()
else
die(FALSE)
/obj/effect/meteor/CanPass(atom/movable/mover, turf/target)
return istype(mover, /obj/effect/meteor) ? TRUE : ..()
/obj/effect/meteor/proc/launch_to_turf(var/target, var/delay = 0)
dest = get_turf(target)
start = get_turf(src)
var/turf/Current = get_turf(src)
var/turf/Target = get_turf(target)
if(Current.outdoors)
startheight = rand(5,15)
if(planetary && !Target.outdoors)
startheight = rand(5, 20) // Random "height" of falling meteors. Angle of attack, changes visibility.
move_toward(Target, delay, TRUE) // Begin the movement loop.
/obj/effect/meteor/proc/move_toward(var/target, var/delay = 0, var/allow_recursion = FALSE)
if(!target)
return
var/turf/StartTurf = get_turf(src)
var/turf/EndTurf = get_step(StartTurf, get_dir(StartTurf, target))
if(planetary)
if(!shadow)
shadow = new(get_turf(src))
shadow.pixel_y = -20
if(loc == dest)
die(TRUE)
return
var/dist_percent = calc_distance_percent()
if(!isnull(dist_percent))
curheight = startheight * dist_percent
src.pixel_y = (curheight * 32)
if(EndTurf) // Have we somehow reached the edge of a map without a teleport boundary?
Move(EndTurf, delay)
if(get_turf(src) == StartTurf) // If it doesn't move, IE, is blocked by something, take a hit.
get_hit()
if(allow_recursion)
if(!QDELETED(src))
addtimer(CALLBACK(src, .proc/move_toward, target, delay, allow_recursion), delay)
else if(!QDELETED(src)) // Then delete ourselves if we haven't been deleted already.
qdel(src)
return
/obj/effect/meteor/proc/calc_distance_percent()
var/current_dest_distance
var/max_dest_distance
if(!start)
start = get_turf(src)
if(!dest)
return 0
current_dest_distance = get_dist(get_turf(src), dest)
max_dest_distance = get_dist(start, dest)
return current_dest_distance / max_dest_distance
/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) // Don't hit ourselves.
continue
if(isturf(A)) // Don't hit floors. We'll deal with walls later.
continue
A.ex_act(hitpwr)
//then, ram the turf if it still exists
if(T)
if(istype(T, /turf/simulated/wall))
var/turf/simulated/wall/W = T
W.take_damage(wall_power) // Stronger walls can halt asteroids.
//process getting 'hit' by colliding with a dense object
//or randomly when ramming turfs
/obj/effect/meteor/proc/get_hit()
hits--
if(hits <= 0)
die(TRUE)
// Meteor effects on traversal.
/obj/effect/meteor/proc/handle_unique_movement(var/turf/oldloc, var/direction)
return
/obj/effect/meteor/proc/die(var/explode = TRUE)
make_debris()
meteor_effect(explode)
if(!QDELETED(src))
qdel(src)
/obj/effect/meteor/ex_act()
return
/obj/effect/meteor/attackby(obj/item/W as obj, mob/user as mob, params)
if(istype(W, /obj/item/pickaxe))
qdel(src)
return
..()
/obj/effect/meteor/bullet_act(var/obj/item/projectile/Proj)
if(Proj.excavation_amount)
get_hit()
if(!QDELETED(src))
wall_power -= Proj.excavation_amount + Proj.damage + (Proj.hitscan * 25) // Instant-impact projectiles are inherently better at dealing with meteors.
if(wall_power <= 0)
die(FALSE) // If you kill the meteor, then it dies.
return
return
/obj/effect/meteor/proc/make_debris()
if(prob(5 * dropamt))
var/obj/item/meteor_chunk/MC = new(get_turf(src))
MC.copy_meteor(src)
MC.throw_at(dest, 5, 10)
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/shake_players()
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)
/obj/effect/meteor/proc/meteor_effect(var/explode)
if(heavy)
shake_players()
///////////////////////
//Meteor types
///////////////////////
// Dust breaks windows and hurts normal walls, generally more of an annoyance than a danger unless two happen to hit the same spot.
/obj/effect/meteor/dust
name = "space dust"
icon_state = "dust"
pass_flags = PASSTABLE | PASSGRILLE
hits = 1
hitpwr = 3
meteordrop = /obj/item/ore/glass
wall_power = 50
chunk_tech = list(TECH_MATERIAL = 3)
// Medium-sized meteors aren't very special and can be stopped easily by r-walls.
/obj/effect/meteor/medium
name = "meteor"
dropamt = 3
wall_power = 200
chunk_tech = list(TECH_MATERIAL = 5)
/obj/effect/meteor/medium/meteor_effect(var/explode)
..()
if(explode)
explosion(src.loc, 0, 1, 2, 3, 0)
/obj/effect/meteor/medium/spalling
name = "spalling meteor"
wall_power = 150
chunk_tech = list(TECH_MATERIAL = 5, TECH_COMBAT = 3)
/obj/effect/meteor/medium/spalling/handle_unique_movement(var/turf/oldloc, var/direction)
var/turf/T = get_turf(src)
if(prob(20))
for(var/I = 1 to rand(2,5))
var/obj/item/projectile/bullet/pellet/fragment/meteor/frag = new(T)
var/turf/Targ = pick(orange(7,src))
frag.launch_projectile_from_turf(Targ, BP_TORSO)
// Large-sized meteors generally pack the most punch, but are more concentrated towards the epicenter.
/obj/effect/meteor/big
name = "large meteor"
icon_state = "large"
hits = 8
heavy = 1
dropamt = 4
wall_power = 400
chunk_tech = list(TECH_MATERIAL = 6)
/obj/effect/meteor/big/meteor_effect(var/explode)
..()
if(explode)
explosion(src.loc, 1, 2, 3, 4, 0)
// Huge-sized meteors pack -the biggest- punch, leaving a clump of rock behind.
/obj/effect/meteor/huge
name = "massive meteor"
icon_state = "large"
hits = 10
hitpwr = 0
heavy = 1
dropamt = 0
wall_power = 800
var/spawned_terrain = FALSE
chunk_tech = list(TECH_MATERIAL = 7)
/obj/effect/meteor/huge/Initialize()
. = ..()
adjust_scale(2)
/obj/effect/meteor/huge/meteor_effect(var/explode)
..()
if(!spawned_terrain)
spawned_terrain = TRUE
var/dest_x = x - 2
var/dest_y = y - 2
var/dest_z = z
spawn(0) // Needs to be asynchronous due to how spawning the maps functions.
new /datum/random_map/meteor(null, dest_x, dest_y, dest_z)
// 'Flaming' meteors do less overall damage but are spread out more due to a larger but weaker explosion at the end.
/obj/effect/meteor/flaming
name = "flaming meteor"
icon_state = "flaming"
hits = 5
heavy = 1
meteordrop = /obj/item/ore/phoron
wall_power = 100
chunk_tech = list(TECH_MATERIAL = 6, TECH_PHORON = 4)
/obj/effect/meteor/flaming/meteor_effect(var/explode)
..()
if(explode)
explosion(src.loc, 1, 2, 3, 4, 0, 0, 5)
// Irradiated meteors do less physical damage but project a ten-tile ranged pulse of radiation upon exploding.
/obj/effect/meteor/irradiated
name = "glowing meteor"
icon_state = "glowing"
heavy = 1
meteordrop = /obj/item/ore/uranium
wall_power = 75
chunk_tech = list(TECH_MATERIAL = 5, TECH_ENGINEERING = 5)
/obj/effect/meteor/irradiated/meteor_effect(var/explode)
..()
if(explode)
explosion(src.loc, 0, 0, 4, 3, 0)
new /obj/effect/decal/cleanable/greenglow(get_turf(src))
SSradiation.radiate(src, 50)
// A -supermatter- irradiated meteor.
/obj/effect/meteor/irradiated/super
name = "supermatteor"
desc = "Act of god, or ejected core gone wrong, something terrible is going to happen."
icon_state = "glowing_blue"
chunk_tech = list(TECH_MATERIAL = 7, TECH_ENGINEERING = 6)
meteordrop = /obj/item/stack/material/supermatter
wall_power = 200
// This meteor fries toasters.
/obj/effect/meteor/emp
name = "conducting meteor"
icon_state = "glowing_blue"
desc = "Hide your floppies!"
meteordrop = /obj/item/ore/osmium
dropamt = 3
wall_power = 80
chunk_tech = list(TECH_MATERIAL = 6, TECH_POWER = 5)
/obj/effect/meteor/emp/meteor_effect(var/explode)
..()
// Best case scenario: Comparable to a low-yield EMP grenade.
// Worst case scenario: Comparable to a standard yield EMP grenade.
empulse(src, rand(1, 3), rand(2, 4), rand(3, 7), rand(5, 10))
//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/ore/phoron
wall_power = 150
chunk_tech = list(TECH_MATERIAL = 10, TECH_PHORON = 8)
/obj/effect/meteor/tunguska/meteor_effect(var/explode)
..()
if(explode)
explosion(src.loc, 3, 6, 9, 20, 0)
/obj/effect/meteor/tunguska/Bump()
..()
if(prob(20))
explosion(src.loc,2,4,6,8)
// Meat. It's a- it's- it has- It's a meatyor.
/obj/effect/meteor/meaty
name = "meatyor"
desc = "A horrific amalgam of compacted flesh. Your skin crawls looking at this."
icon_state = "meat"
wall_power = 70
hits = 3
hitpwr = 1
meteordrop = /obj/item/reagent_containers/food/snacks/meat
dropamt = 4
// Blob! By default, it spawns a blob weaker than the lethargic by grow-rate, but slightly hardier defense-wise. Like a barnacle, from space!
/obj/effect/meteor/blobby
name = "blobteor"
desc = "A pulsing amalgam of gel. It writhes."
icon_state = "blob"
wall_power = 120
hits = 5
hitpwr = 1
meteordrop = /obj/structure/blob/core/barnacle
dropamt = 1
/*
* Meteor core chunks.
*/
/obj/item/meteor_chunk // It's not just a pebble.. it's a rock! From space!
name = "meteoric iron"
desc = "A meteor chunk. Cool."
icon = 'icons/obj/meteor.dmi'
icon_state = "small"
w_class = ITEMSIZE_SMALL
origin_tech = list(TECH_MATERIAL = 5)
/obj/item/meteor_chunk/proc/copy_meteor(var/obj/effect/meteor/Parent)
if(!Parent)
return FALSE
name = "[Parent.name]ite chunk" // The single case this doesn't presently work for meteors would be incredibly funny, "space dustite", and so I leave it.
desc = "A recovered piece of a [Parent.name]."
icon_state = Parent.icon_state
adjust_scale(0.7)
return TRUE
/obj/item/meteor_chunk/ex_act() // Meteor tuff
return