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91ce60e01b
* next globs * few more * some more * . * should be added on map laod * . * that needs its own PR * .
140 lines
4.0 KiB
Plaintext
140 lines
4.0 KiB
Plaintext
/datum/event/clang
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announceWhen = 1
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startWhen = 10
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endWhen = 35
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/datum/event/clang/announce()
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GLOB.command_announcement.Announce("Attention [station_name()]. Unknown ultra-dense high-velocity object entering stratosphere!", "General Alert")
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if(seclevel2num(get_security_level()) < SEC_LEVEL_BLUE)
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set_security_level(SEC_LEVEL_BLUE) // OHNO
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/datum/event/clang/end()
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GLOB.command_announcement.Announce("What the fuck was that?!", "General Alert")
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/datum/event/clang/start()
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affecting_z = using_map.station_levels
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var/startz = pick(affecting_z)
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var/startx = 0
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var/starty = 0
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var/endy = 0
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var/endx = 0
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var/startside = pick(GLOB.cardinal)
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/* //If you have a wide map, enable the below.
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if(prob(50))
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startside = pick(list(EAST,WEST))
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*/
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/* //If you have a tall map, enable the below.
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if(prob(50))
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startside = pick(list(NORTH,SOUTH))
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*/
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// Random pos along an edge with a percent buffer to prevent corner spawns
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var/wid = world.maxx * 0.05
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var/hig = world.maxy * 0.05
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var/map_l = wid
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var/map_r = world.maxx - wid
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var/map_b = hig
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var/map_t = world.maxy - hig
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var/deviance = 2
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switch(startside)
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if(NORTH)
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starty = world.maxy - 2
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startx = rand(map_l, map_r)
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endy = 1
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endx = startx + rand(-deviance,deviance)
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if(EAST)
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starty = rand(map_b, map_t)
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startx = world.maxx - 2
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endy = starty + rand(-deviance,deviance)
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endx = 1
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if(SOUTH)
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starty = 2
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startx = rand(map_l, map_r)
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endy = world.maxy - 2
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endx = startx + rand(-deviance,deviance)
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if(WEST)
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starty = rand(map_b, map_t)
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startx = 2
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endy = starty + rand(-deviance,deviance)
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endx = world.maxx - 2
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//rod time!
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var/turf/start = locate(startx, starty, startz)
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var/obj/effect/immovablerod/immrod = new /obj/effect/immovablerod(start)
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immrod.TakeFlight(locate(endx, endy, startz))
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/obj/effect/immovablerod
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name = "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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w_class = 100 //Affects how much damage it does to stuff
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icon_state = "immrod"
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density = TRUE
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anchored = TRUE
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movement_type = UNSTOPPABLE
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var/turf/despawn_loc = null
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var/has_hunted_unlucky = FALSE
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/obj/effect/immovablerod/proc/TakeFlight(var/turf/end)
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despawn_loc = end
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walk_towards(src, despawn_loc, 1)
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explosion(loc, 2, 3, 5) // start out with a bang
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// Get steps needed and then await that to despawn
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var/despawn_time = sqrt(((end.x - loc.x)**2) + ((end.y - loc.y)**2)) // distance of a line...
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QDEL_IN(src, despawn_time + 5 SECONDS) //Give a small extra time before we disappear entirely.
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/obj/effect/immovablerod/Bump(atom/clong)
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if(!istype(clong, /turf/simulated/shuttle)) //Skip shuttles without actually deleting the rod
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if (istype(clong, /turf) && !istype(clong, /turf/unsimulated))
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if(clong.density)
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clong.ex_act(2)
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for (var/mob/O in hearers(src, null))
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O.show_message("CLANG", 2)
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if(prob(25))
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explosion(clong, 1, 2, 4) // really spice it up
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else if (istype(clong, /obj))
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if(clong.density)
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clong.ex_act(2)
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for (var/mob/O in hearers(src, null))
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O.show_message("CLANG", 2)
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else if (istype(clong, /mob))
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if(clong.density || prob(10))
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clong.ex_act(2)
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else
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qdel(src)
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if(despawn_loc != null && (src.x == despawn_loc.x && src.y == despawn_loc.y))
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qdel(src)
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return
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if(prob(10) && !has_hunted_unlucky)
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hunt_unlucky()
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/obj/effect/immovablerod/proc/hunt_unlucky()
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for(var/mob/living/unlucky_bugger in orange(7,src))
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if(HAS_TRAIT(unlucky_bugger, TRAIT_UNLUCKY))
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has_hunted_unlucky = TRUE
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walk(src, 0)
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//stone_grinding.ogg
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addtimer(CALLBACK(src, PROC_REF(fetch_boy), unlucky_bugger), 1 SECOND, TIMER_DELETE_ME)
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break
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/obj/effect/immovablerod/proc/fetch_boy(unlucky_bugger)
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walk_towards(src, unlucky_bugger, 1)
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addtimer(CALLBACK(src, PROC_REF(resume_path)), 2 SECONDS, TIMER_DELETE_ME)
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/obj/effect/immovablerod/proc/resume_path()
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walk(src, 0)
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walk_towards(src, despawn_loc, 1)
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/obj/effect/immovablerod/Destroy()
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walk(src, 0) // Because we might have called walk_towards, we must stop the walk loop or BYOND keeps an internal reference to us forever.
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return ..()
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