Endgame tweaks.

Now instead calls the proper round-end proc when finishing the round, allowing admins to interrupt restart if desired.
None of the current end game variants currently use over/underlays, they are now content with coloring space.
On endgame start, the entire world is now updated in a spawn() instead, reducing crippling lag.
Adds support to designate APCs are critical, these are not drained during world end events.
Fixes a couple of potential runtime errors if no escape points have bee mapped in.
People in wheelchairs and mechas can now enter the world end rift.
Cult walls no longer cultify over and over, indefinitely.
This commit is contained in:
PsiOmega
2015-05-26 12:29:50 +02:00
parent 837af60946
commit bcb1ea5413
16 changed files with 113 additions and 101 deletions
@@ -214,8 +214,8 @@
/mob/living/simple_animal/hostile/proc/check_horde()
if(emergency_shuttle.shuttle.location)
if(!enroute && !target_mob) //The shuttle docked, all monsters rush for the escape hallway
if(!shuttletarget || (get_dist(src, shuttletarget) >= 2))
shuttletarget = pick(escape_list)
if(!shuttletarget && escape_list.len) //Make sure we didn't already assign it a target, and that there are targets to pick
shuttletarget = pick(escape_list) //Pick a shuttle target
enroute = 1
stop_automated_movement = 1
spawn()
+1
View File
@@ -98,6 +98,7 @@
var/datum/wires/apc/wires = null
var/update_state = -1
var/update_overlay = -1
var/is_critical = 0
var/global/status_overlays = 0
var/updating_icon = 0
var/global/list/status_overlays_lock
-367
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@@ -1,367 +0,0 @@
var/global/narsie_behaviour = "CultStation13"
var/global/list/narsie_list = list()
/obj/singularity/narsie //Moving narsie to its own file for the sake of being clearer
name = "Nar-Sie"
desc = "Your mind begins to bubble and ooze as it tries to comprehend what it sees."
icon = 'icons/obj/narsie.dmi'
icon_state = "narsie-small"
pixel_x = -236
pixel_y = -256
current_size = 9 //It moves/eats like a max-size singulo, aside from range. --NEO.
contained = 0 // Are we going to move around?
dissipate = 0 // Do we lose energy over time?
grav_pull = 10 //How many tiles out do we pull?
consume_range = 3 //How many tiles out do we eat
/obj/singularity/narsie/New()
..()
narsie_list.Add(src)
/obj/singularity/narsie/Destroy()
narsie_list.Remove(src)
..()
/obj/singularity/narsie/large
name = "Nar-Sie"
icon = 'icons/obj/narsie.dmi'
icon_state = "narsie"//mobs perceive the geometer of blood through their see_narsie proc
// Pixel stuff centers Narsie.
pixel_x = -236
pixel_y = -256
light_range = 1
light_color = "#3e0000"
current_size = 12
consume_range = 12 // How many tiles out do we eat.
var/announce=1
var/narnar = 1
/obj/singularity/narsie/large/New()
..()
if(announce)
world << "<font size='15' color='red'><b>[uppertext(name)] HAS RISEN</b></font>"
world << sound('sound/effects/wind/wind_5_1.ogg')
narsie_spawn_animation()
if(narnar)
SetUniversalState(/datum/universal_state/hell)
spawn(10 SECONDS)
if(emergency_shuttle && emergency_shuttle.can_call())
emergency_shuttle.call_evac()
emergency_shuttle.launch_time = 0 // Cannot recall
/obj/singularity/narsie/process()
eat()
if (!target || prob(5))
pickcultist()
move()
if (prob(25))
mezzer()
/obj/singularity/narsie/large/eat()
set background = BACKGROUND_ENABLED
for (var/turf/A in orange(consume_range, src))
consume(A)
/obj/singularity/narsie/mezzer()
for(var/mob/living/carbon/M in oviewers(8, src))
if(M.stat == CONSCIOUS)
if(M.status_flags & GODMODE)
continue
if(!iscultist(M))
M << "<span class='danger'> You feel your sanity crumble away in an instant as you gaze upon [src.name]...</span>"
M.apply_effect(3, STUN)
/obj/singularity/narsie/large/Bump(atom/A)
if(!narnar) return
if(isturf(A))
narsiewall(A)
else if(istype(A, /obj/structure/cult))
qdel(A)
/obj/singularity/narsie/large/Bumped(atom/A)
if(!narnar) return
if(isturf(A))
narsiewall(A)
else if(istype(A, /obj/structure/cult))
qdel(A)
/obj/singularity/narsie/move(var/force_move = 0)
if(!move_self)
return 0
var/movement_dir = pick(alldirs - last_failed_movement)
if(force_move)
movement_dir = force_move
if(target && prob(60))
movement_dir = get_dir(src,target)
spawn(0)
step(src, movement_dir)
spawn(1)
step(src, movement_dir)
return 1
/obj/singularity/narsie/large/move(var/force_move = 0)
if(!move_self)
return 0
var/movement_dir = pick(alldirs - last_failed_movement)
if(force_move)
movement_dir = force_move
if(target && prob(60))
movement_dir = get_dir(src,target)
spawn(0)
step(src, movement_dir)
narsiefloor(get_turf(loc))
for(var/mob/M in player_list)
if(M.client)
M.see_narsie(src,movement_dir)
spawn(10)
step(src, movement_dir)
narsiefloor(get_turf(loc))
for(var/mob/M in player_list)
if(M.client)
M.see_narsie(src,movement_dir)
return 1
/obj/singularity/narsie/proc/narsiefloor(var/turf/T)//leaving "footprints"
if(!(istype(T, /turf/simulated/wall/cult)||istype(T, /turf/space)))
if(T.icon_state != "cult-narsie")
T.desc = "something that goes beyond your understanding went this way"
T.icon_state = "cult-narsie"
T.set_light(1)
/obj/singularity/narsie/proc/narsiewall(var/turf/T)
T.desc = "An opening has been made on that wall, but who can say if what you seek truly lies on the other side?"
T.icon = 'icons/turf/walls.dmi'
T.icon_state = "cult-narsie"
T.opacity = 0
T.density = 0
set_light(1)
/obj/singularity/narsie/large/consume(const/atom/A) //Has its own consume proc because it doesn't need energy and I don't want BoHs to explode it. --NEO
//NEW BEHAVIOUR
if(narsie_behaviour == "CultStation13")
//MOB PROCESSING
new_narsie(A)
//OLD BEHAVIOUR
else if(narsie_behaviour == "Nar-Singulo")
old_narsie(A)
/obj/singularity/narsie/proc/new_narsie(const/atom/A)
if (istype(A, /mob/) && (get_dist(A, src) <= 7))
var/mob/M = A
if(M.status_flags & GODMODE)
return 0
M.cultify()
//ITEM PROCESSING
else if (istype(A, /obj/))
var/obj/O = A
O.cultify()
//TURF PROCESSING
else if (isturf(A))
var/dist = get_dist(A, src)
for (var/atom/movable/AM in A.contents)
if (dist <= consume_range)
consume(AM)
continue
if (dist <= consume_range && !istype(A, /turf/space))
var/turf/T = A
if(T.holy)
T.holy = 0 //Nar-Sie doesn't give a shit about sacred grounds.
T.cultify()
/obj/singularity/narsie/proc/old_narsie(const/atom/A)
if(!(A.singuloCanEat()))
return 0
if (istype(A, /mob/living/))
var/mob/living/C2 = A
if(C2.status_flags & GODMODE)
return 0
C2.dust() // Changed from gib(), just for less lag.
else if (istype(A, /obj/))
qdel(A)
if (A)
qdel(A)
else if (isturf(A))
var/dist = get_dist(A, src)
for (var/atom/movable/AM2 in A.contents)
if (AM2 == src) // This is the snowflake.
continue
if (dist <= consume_range)
consume(AM2)
continue
if (dist <= consume_range && !istype(A, /turf/space))
var/turf/T2 = A
T2.ChangeTurf(/turf/space)
/obj/singularity/narsie/consume(const/atom/A) //This one is for the small ones.
if(!(A.singuloCanEat()))
return 0
if (istype(A, /mob/living/))
var/mob/living/C2 = A
if(C2.status_flags & GODMODE)
return 0
C2.dust() // Changed from gib(), just for less lag.
else if (istype(A, /obj/))
qdel(A)
if (A)
qdel(A)
else if (isturf(A))
var/dist = get_dist(A, src)
for (var/atom/movable/AM2 in A.contents)
if (AM2 == src) // This is the snowflake.
continue
if (dist <= consume_range)
consume(AM2)
continue
if (dist > consume_range)
if(!(AM2.singuloCanEat()))
continue
if (101 == AM2.invisibility)
continue
spawn (0)
AM2.singularity_pull(src, src.current_size)
if (dist <= consume_range && !istype(A, /turf/space))
var/turf/T2 = A
T2.ChangeTurf(/turf/space)
/obj/singularity/narsie/ex_act(severity) //No throwing bombs at it either. --NEO
return
/obj/singularity/narsie/proc/pickcultist() //Narsie rewards his cultists with being devoured first, then picks a ghost to follow. --NEO
var/list/cultists = list()
for(var/datum/mind/cult_nh_mind in cult.current_antagonists)
if(!cult_nh_mind.current)
continue
if(cult_nh_mind.current.stat)
continue
var/turf/pos = get_turf(cult_nh_mind.current)
if(pos.z != src.z)
continue
cultists += cult_nh_mind.current
if(cultists.len)
acquire(pick(cultists))
return
//If there was living cultists, it picks one to follow.
for(var/mob/living/carbon/human/food in living_mob_list)
if(food.stat)
continue
var/turf/pos = get_turf(food)
if(pos.z != src.z)
continue
cultists += food
if(cultists.len)
acquire(pick(cultists))
return
//no living cultists, pick a living human instead.
for(var/mob/dead/observer/ghost in player_list)
if(!ghost.client)
continue
var/turf/pos = get_turf(ghost)
if(pos.z != src.z)
continue
cultists += ghost
if(cultists.len)
acquire(pick(cultists))
return
//no living humans, follow a ghost instead.
/obj/singularity/narsie/proc/acquire(const/mob/food)
var/capname = uppertext(name)
target << "<span class='notice'><b>[capname] HAS LOST INTEREST IN YOU.</b></span>"
target = food
if (ishuman(target))
target << "<span class='danger'>[capname] HUNGERS FOR YOUR SOUL.</span>"
else
target << "<span class='danger'>[capname] HAS CHOSEN YOU TO LEAD HIM TO HIS NEXT MEAL.</span>"
/obj/singularity/narsie/on_capture()
chained = 1
move_self = 0
icon_state ="narsie-small-chains"
/obj/singularity/narsie/on_release()
chained = 0
move_self = 1
icon_state ="narsie-small"
/obj/singularity/narsie/large/on_capture()
chained = 1
move_self = 0
icon_state ="narsie-chains"
for(var/mob/M in mob_list)//removing the client image of nar-sie while it is chained
if(M.client)
M.see_narsie(src)
/obj/singularity/narsie/large/on_release()
chained = 0
move_self = 1
icon_state ="narsie"
/obj/singularity/narsie/cultify()
return
/**
* Wizard narsie.
*/
/obj/singularity/narsie/wizard
grav_pull = 0
/obj/singularity/narsie/wizard/eat()
set background = BACKGROUND_ENABLED
for (var/turf/T in trange(consume_range, src))
consume(T)
/obj/singularity/narsie/proc/narsie_spawn_animation()
icon = 'icons/obj/narsie_spawn_anim.dmi'
dir = SOUTH
move_self = 0
flick("narsie_spawn_anim",src)
sleep(11)
move_self = 1
icon = initial(icon)