/* CONTAINS: All AirflowX() procs, all Variable Setting Controls for airflow, save/load variable tweaks for airflow. VARIABLES: atom/movable/airflow_dest The destination turf of a flying object. atom/movable/airflow_speed The speed (1-15) at which a flying object is traveling to airflow_dest. Decays over time. OVERLOADABLE PROCS: mob/airflow_stun() Contains checks for and results of being stunned by airflow. Called when airflow quantities exceed airflow_medium_pressure. RETURNS: Null atom/movable/check_airflow_movable(n) Contains checks for moving any object due to airflow. n is the pressure that is flowing. RETURNS: 1 if the object moves under the air conditions, 0 if it stays put. atom/movable/airflow_hit(atom/A) Contains results of hitting a solid object (A) due to airflow. A is the dense object hit. Use airflow_speed to determine how fast the projectile was going. AUTOMATIC PROCS: Airflow(zone/A, zone/B) Causes objects to fly along a pressure gradient. Called by zone updates. A and B are two connected zones. AirflowSpace(zone/A) Causes objects to fly into space. Called by zone updates. A is a zone connected to space. atom/movable/GotoAirflowDest(n) atom/movable/RepelAirflowDest(n) Called by main airflow procs to cause the object to fly to or away from destination at speed n. Probably shouldn't call this directly unless you know what you're doing and have set airflow_dest. airflow_hit() will be called if the object collides with an obstacle. */ mob/var/tmp/last_airflow_stun = 0 mob/proc/airflow_stun() if(stat == 2) return 0 if(last_airflow_stun > world.time - zas_settings.Get(/datum/ZAS_Setting/airflow_stun_cooldown)) return 0 if(!(status_flags & CANSTUN) && !(status_flags & CANWEAKEN)) src << "\blue You stay upright as the air rushes past you." return 0 if(zas_settings.Get(/datum/ZAS_Setting/airflow_push) || (reagents && reagents.has_reagent("bustanut"))) if(weakened <= 0) src << "\red The sudden rush of air knocks you over!" weakened = max(weakened,5) last_airflow_stun = world.time return src << "\blue You stay upright as the air rushes past you." last_airflow_stun = world.time mob/living/silicon/airflow_stun() return mob/living/carbon/metroid/airflow_stun() return mob/living/carbon/human/airflow_stun() if(last_airflow_stun > world.time - zas_settings.Get(/datum/ZAS_Setting/airflow_stun_cooldown)) return 0 if(buckled) return 0 if(shoes) if(shoes.flags & NOSLIP) return 0 if(!(status_flags & CANSTUN) && !(status_flags & CANWEAKEN)) src << "\blue You stay upright as the air rushes past you." return 0 if(zas_settings.Get(/datum/ZAS_Setting/airflow_push) || (reagents && reagents.has_reagent("bustanut"))) if(weakened <= 0) src << "\red The sudden rush of air knocks you over!" weakened = max(weakened,rand(1,5)) last_airflow_stun = world.time return src << "\blue You stay upright as the air rushes past you." last_airflow_stun = world.time atom/movable/proc/check_airflow_movable(n) if(!zas_settings.Get(/datum/ZAS_Setting/airflow_push)) if(ismob(src)) var/mob/living/L = src if(L.reagents && L.reagents.has_reagent("bustanut")) return 1 return 0 if(anchored && !ismob(src)) return 0 if(!istype(src,/obj/item) && n < zas_settings.Get(/datum/ZAS_Setting/airflow_dense_pressure)) return 0 return 1 mob/check_airflow_movable(n) if(n < zas_settings.Get(/datum/ZAS_Setting/airflow_heavy_pressure)) return 0 return 1 mob/dead/observer/check_airflow_movable() return 0 mob/living/silicon/check_airflow_movable() return 0 obj/item/check_airflow_movable(n) . = ..() switch(w_class) if(2) if(n < zas_settings.Get(/datum/ZAS_Setting/airflow_lightest_pressure)) return 0 if(3) if(n < zas_settings.Get(/datum/ZAS_Setting/airflow_light_pressure)) return 0 if(4,5) if(n < zas_settings.Get(/datum/ZAS_Setting/airflow_medium_pressure)) return 0 //The main airflow code. Called by zone updates. //Zones A and B are air zones. n represents the amount of air moved. proc/Airflow(zone/A, zone/B) var/n = B.air.return_pressure() - A.air.return_pressure() //Don't go any further if n is lower than the lowest value needed for airflow. if(abs(n) < zas_settings.Get(/datum/ZAS_Setting/airflow_lightest_pressure)) return //These turfs are the midway point between A and B, and will be the destination point for thrown objects. var/list/connection/connections_A = A.connections var/list/turf/connected_turfs = list() for(var/connection/C in connections_A) //Grab the turf that is in the zone we are flowing to (determined by n) if( ( A == C.A.zone || A == C.zone_A ) && ( B == C.B.zone || B == C.zone_B ) ) if(n < 0) connected_turfs |= C.B else connected_turfs |= C.A else if( ( A == C.B.zone || A == C.zone_B ) && ( B == C.A.zone || B == C.zone_A ) ) if(n < 0) connected_turfs |= C.A else connected_turfs |= C.B //Get lists of things that can be thrown across the room for each zone (assumes air is moving from zone B to zone A) var/list/air_sucked = B.movables() var/list/air_repelled = A.movables() if(n < 0) //air is moving from zone A to zone B var/list/temporary_pplz = air_sucked air_sucked = air_repelled air_repelled = temporary_pplz if(zas_settings.Get(/datum/ZAS_Setting/airflow_push) || 1) // If enabled for(var/atom/movable/M in air_sucked) if(M.last_airflow > world.time - zas_settings.Get(/datum/ZAS_Setting/airflow_delay)) continue //Check for knocking people over if(ismob(M) && n > zas_settings.Get(/datum/ZAS_Setting/airflow_stun_pressure)) if(M:status_flags & GODMODE) continue M:airflow_stun() if(M.check_airflow_movable(n)) //Check for things that are in range of the midpoint turfs. var/list/close_turfs = list() for(var/turf/U in connected_turfs) if(M in range(U)) close_turfs += U if(!close_turfs.len) continue //If they're already being tossed, don't do it again. if(!M.airflow_speed) M.airflow_dest = pick(close_turfs) //Pick a random midpoint to fly towards. spawn M.GotoAirflowDest(abs(n)/5) //Do it again for the stuff in the other zone, making it fly away. for(var/atom/movable/M in air_repelled) if(M.last_airflow > world.time - zas_settings.Get(/datum/ZAS_Setting/airflow_delay)) continue if(ismob(M) && abs(n) > zas_settings.Get(/datum/ZAS_Setting/airflow_medium_pressure)) if(M:status_flags & GODMODE) continue M:airflow_stun() if(M.check_airflow_movable(abs(n))) var/list/close_turfs = list() for(var/turf/U in connected_turfs) if(M in range(U)) close_turfs += U if(!close_turfs.len) continue //If they're already being tossed, don't do it again. if(!M.airflow_speed) M.airflow_dest = pick(close_turfs) //Pick a random midpoint to fly towards. spawn M.RepelAirflowDest(abs(n)/5) proc/AirflowSpace(zone/A) //The space version of the Airflow(A,B,n) proc. var/n = A.air.return_pressure() //Here, n is determined by only the pressure in the room. if(n < zas_settings.Get(/datum/ZAS_Setting/airflow_lightest_pressure)) return var/list/connected_turfs = A.unsimulated_tiles //The midpoints are now all the space connections. var/list/pplz = A.movables() //We only need to worry about things in the zone, not things in space. if(zas_settings.Get(/datum/ZAS_Setting/airflow_push) || 1) // If enabled for(var/atom/movable/M in pplz) if(M.last_airflow > world.time - zas_settings.Get(/datum/ZAS_Setting/airflow_delay)) continue if(ismob(M) && n > zas_settings.Get(/datum/ZAS_Setting/airflow_stun_pressure)) var/mob/O = M if(O.status_flags & GODMODE) continue O.airflow_stun() if(M.check_airflow_movable(n)) var/list/close_turfs = list() for(var/turf/U in connected_turfs) if(M in range(U)) close_turfs += U if(!close_turfs.len) continue //If they're already being tossed, don't do it again. if(!M.airflow_speed) M.airflow_dest = pick(close_turfs) //Pick a random midpoint to fly towards. spawn if(M) M.GotoAirflowDest(n/10) //Sometimes shit breaks, and M isn't there after the spawn. /atom/movable/var/tmp/turf/airflow_dest /atom/movable/var/tmp/airflow_speed = 0 /atom/movable/var/tmp/airflow_time = 0 /atom/movable/var/tmp/last_airflow = 0 /atom/movable/proc/GotoAirflowDest(n) if(!zas_settings.Get(/datum/ZAS_Setting/airflow_push) && (!reagents || !reagents.has_reagent("bustanut"))) return // If not enabled, fuck it. if(!airflow_dest) return if(airflow_speed < 0) return if(last_airflow > world.time - zas_settings.Get(/datum/ZAS_Setting/airflow_delay)) return if(airflow_speed) airflow_speed = n/max(get_dist(src,airflow_dest),1) return last_airflow = world.time if(airflow_dest == loc) step_away(src,loc) if(ismob(src)) if(src:status_flags & GODMODE) return if(istype(src, /mob/living/carbon/human)) if(src:buckled) return if(src:shoes) if(istype(src:shoes, /obj/item/clothing/shoes/magboots)) if(src:shoes:magpulse) return src << "\red You are sucked away by airflow!" var/airflow_falloff = 9 - ul_FalloffAmount(airflow_dest) //It's a fast falloff calc. Very useful. if(airflow_falloff < 1) airflow_dest = null return airflow_speed = min(max(n * (9/airflow_falloff),1),9) var xo = airflow_dest.x - src.x yo = airflow_dest.y - src.y od = 0 airflow_dest = null if(!density) density = 1 od = 1 while(airflow_speed > 0) if(airflow_speed <= 0) return airflow_speed = min(airflow_speed,15) airflow_speed -= zas_settings.Get(/datum/ZAS_Setting/airflow_speed_decay) if(airflow_speed > 7) if(airflow_time++ >= airflow_speed - 7) if(od) density = 0 sleep(1 * tick_multiplier) else if(od) density = 0 sleep(max(1,10-(airflow_speed+3)) * tick_multiplier) if(od) density = 1 if ((!( src.airflow_dest ) || src.loc == src.airflow_dest)) src.airflow_dest = locate(min(max(src.x + xo, 1), world.maxx), min(max(src.y + yo, 1), world.maxy), src.z) if ((src.x == 1 || src.x == world.maxx || src.y == 1 || src.y == world.maxy)) return if(!istype(loc, /turf)) return step_towards(src, src.airflow_dest) if(ismob(src) && src:client) src:client:move_delay = world.time + zas_settings.Get(/datum/ZAS_Setting/airflow_mob_slowdown) airflow_dest = null airflow_speed = 0 airflow_time = 0 if(od) density = 0 /atom/movable/proc/RepelAirflowDest(n) if(!zas_settings.Get(/datum/ZAS_Setting/airflow_push) && (!reagents || !reagents.has_reagent("bustanut"))) return // If not enabled, fuck it. if(!airflow_dest) return if(airflow_speed < 0) return if(last_airflow > world.time - zas_settings.Get(/datum/ZAS_Setting/airflow_delay)) return if(airflow_speed) airflow_speed = n/max(get_dist(src,airflow_dest),1) return if(airflow_dest == loc) step_away(src,loc) if(ismob(src)) if(src:status_flags & GODMODE) return if(istype(src, /mob/living/carbon/human)) if(src:buckled) return if(src:shoes) if(istype(src:shoes, /obj/item/clothing/shoes/magboots)) if(src:shoes.flags & NOSLIP) return src << "\red You are pushed away by airflow!" last_airflow = world.time var/airflow_falloff = 9 - ul_FalloffAmount(airflow_dest) //It's a fast falloff calc. Very useful. if(airflow_falloff < 1) airflow_dest = null return airflow_speed = min(max(n * (9/airflow_falloff),1),9) var xo = -(airflow_dest.x - src.x) yo = -(airflow_dest.y - src.y) od = 0 airflow_dest = null if(!density) density = 1 od = 1 while(airflow_speed > 0) if(airflow_speed <= 0) return airflow_speed = min(airflow_speed,15) airflow_speed -= zas_settings.Get(/datum/ZAS_Setting/airflow_speed_decay) if(airflow_speed > 7) if(airflow_time++ >= airflow_speed - 7) sleep(1 * tick_multiplier) else sleep(max(1,10-(airflow_speed+3)) * tick_multiplier) if ((!( src.airflow_dest ) || src.loc == src.airflow_dest)) src.airflow_dest = locate(min(max(src.x + xo, 1), world.maxx), min(max(src.y + yo, 1), world.maxy), src.z) if ((src.x == 1 || src.x == world.maxx || src.y == 1 || src.y == world.maxy)) return if(!istype(loc, /turf)) return step_towards(src, src.airflow_dest) if(ismob(src) && src:client) src:client:move_delay = world.time + zas_settings.Get(/datum/ZAS_Setting/airflow_mob_slowdown) airflow_dest = null airflow_speed = 0 airflow_time = 0 if(od) density = 0 /atom/movable/Bump(atom/A) if(airflow_speed > 0 && airflow_dest) airflow_hit(A) else airflow_speed = 0 airflow_time = 0 . = ..() atom/movable/proc/airflow_hit(atom/A) airflow_speed = 0 airflow_dest = null mob/airflow_hit(atom/A) for(var/mob/M in hearers(src)) M.show_message("\red \The [src] slams into \a [A]!",1,"\red You hear a loud slam!",2) //playsound(get_turf(src), "smash.ogg", 25, 1, -1) weakened = max(weakened, (istype(A,/obj/item) ? A:w_class : rand(1,5))) //Heheheh . = ..() obj/airflow_hit(atom/A) for(var/mob/M in hearers(src)) M.show_message("\red \The [src] slams into \a [A]!",1,"\red You hear a loud slam!",2) //playsound(get_turf(src), "smash.ogg", 25, 1, -1) . = ..() obj/item/airflow_hit(atom/A) airflow_speed = 0 airflow_dest = null mob/living/carbon/human/airflow_hit(atom/A) // for(var/mob/M in hearers(src)) // M.show_message("\red [src] slams into [A]!",1,"\red You hear a loud slam!",2) //playsound(get_turf(src), "punch", 25, 1, -1) loc:add_blood(src) if (src.wear_suit) src.wear_suit.add_blood(src) if (src.w_uniform) src.w_uniform.add_blood(src) var/b_loss = airflow_speed * zas_settings.Get(/datum/ZAS_Setting/airflow_damage) var/blocked = run_armor_check("head","melee") apply_damage(b_loss/3, BRUTE, "head", blocked, 0, "Airflow") blocked = run_armor_check("chest","melee") apply_damage(b_loss/3, BRUTE, "chest", blocked, 0, "Airflow") blocked = run_armor_check("groin","melee") apply_damage(b_loss/3, BRUTE, "groin", blocked, 0, "Airflow") if(zas_settings.Get(/datum/ZAS_Setting/airflow_push) || (reagents && reagents.has_reagent("bustanut"))) if(airflow_speed > 10) paralysis += round(airflow_speed * zas_settings.Get(/datum/ZAS_Setting/airflow_stun)) stunned = max(stunned,paralysis + 3) else stunned += round(airflow_speed * zas_settings.Get(/datum/ZAS_Setting/airflow_stun)/2) . = ..() zone/proc/movables() . = list() for(var/turf/T in contents) for(var/atom/A in T) if(istype(A, /obj/effect) || isobserver(A) || isAIEye(A)) continue . += A