Files
vgstation13/code/modules/multiz/fall_hit.dm
kane-f 84bf965ae8 Multi-z 3: With a vengeance (#30178)
* fix map

* Fixing bad syntax

* Maybe this will work

* Travis wanted me to remove this

* Unticking attempt

* Unticking attempt 2

* Removing all useless broken zshadow stuff

* Maybe now?

* Oh weird

* Adding up/down pipe sprites

* Adding darkness overlay, attempt #1

* Second attempt, now works

* Turf tweaks, now much less visually glitchy, plus walls now make blank floors above them for less weirdness

* Fix, plus keeps this floor in place

* Really bad fix that stops space looking weird

* Now everything should work normally, except lighting overlays

* Updates the map

* Consistency

* Adds new fall damage sound

* Typo

* Jetpack fun

* Better

* Less bad brackets and parantheses pain

* OHhh

* These fly too, brooms next whenever I figure those out

* Finishing pipe icons

* Making it easier to build catwalks and stuff on turfs without clicking the stuff below by mistake

* Bringing back zshadow, but with no icon

* Oh it's this issue again

* Final fix, better attempt at image relay

* Now for it looking nice, vis_contents are bad here too

* Attempt at refactoring this, light overlays are now finally underneath players, at the cost of blocking everything else, but exxion wanted to testmerge it

* Map change

* Changing it back, test server stays on box anyways

* Removing non-working solution

* Removes broken lighting overlays

* Finally fixes up floor generation above walls

* Adding bones of a 3d implementation of spiral block for git push origin multizfungit push origin multiz

* More, almost done

* Finalised

* Cube option

* Logic fix

* Syntax

* Attempting to make item fall on arc

* Compile

* Now this is no longer needed

* BRACE FOR ENABLING MULTI-Z ZAS

* Attempt at fixing glass floor tiles

* Splitting off explosion proc into destroy part, bones of calling it recursively and smaller on above and below layers, implementation of multi-z explosion suggested by DeityLink

* Missing var

* Removing unused var and fixes consistency

* Fixing logic and syntax etc, still needs testing before uncomment

* Uncommenting, some fixes too

* Makes this a seperate function otherwise it won't call at all, MULTI Z EXPLOSIONS NOW CONFIRMED WORKING

* Client proc to test this

* Adds to list

* Typo not drawing red on main layer

* Here too

* Adding debug logs for clarity

* Better

* Even better

* Experimental multi-Z EMP support, cylindrical effect for now

* Better distance falloff

* Sound/visual support on other layers?

* Z cap for EMP sound

* Booms too

* Adds back accidentally deleted file

* Muuuch more sane check

* Attempt at connecting heard speech between multi Z

* Cleaner

* Missing bracket

* Removing zshadow mobs entirely again, no need for them whatsoever

* Multi-z visible messages

* Emotes

* Fix?

* Wew

* K

* Much nicer function

* I forget about this define

* Ohhhh

* Comma fix

* Aaa

* This might fix

* Removing visible message one for now

* Trying this solution

* Typo

* RIP location, hope this won't break anything

* Actually location gets to come back, fix is here

* I give up, the tests are clearly what's borken

* Let's see what this does with those nullspaces test items (yes really)

* Indent fix, plus nice comments

* MULTI-Z SOUND???

* Woops

* Jetpack and etc trails over open space now!

* No macros, this is why we can't have nice things

* Watch how coder stops potion of levitation, broom and fairy wing wielders from falling with ONE NEAT TRICK

* Gotta make leapers not fall somehow

* Bad oversight

* Fully allows going down stairs with weird border objects

* Flying now works properly for humans on open space

* Now, fall instantly on stop

* Oversight

* Oh this function

* New helper functions

* Oversight again

* Replacing lines with abs(), multi z singulo pull attempt

* Quick supermatter fix

* Don't cut overlays

* Move down here

* Typo

* Now actually works, implementation could be better though

* Additional helper function for z distances because BYOND hates comparing z

* Reimplementing for sound

* abs() to keep positive for max comparisons in line distances

* Keeping gas overlays outside of multi-z viewing to stop some glitches

* That didn't work

* Testing removal from float planes for stuff that never needed to be on it

* Fixes gas overlays showing up all wrong in multi Z ZAS

* Gutting this controller, no longer needed period, system works fine without it

* Now glass floors look mostly perfect on open spaces

* Var name change for fun stuff later

* Knew I'd miss one

* Gravity based fall delay?

* Settle with using sleep() for now, what could go wrong?

* Lagged the game horribly, so everything

* Here all along, huh

* Just remove it for now, it kinda works but not ideally at all

* Thank you TK code for giving me a nice and working way to do this

* Comments, oversights

* No wait it was right the first time

* Now for the damage multiplier

* Knockdown too

* Nicer format

* This should still be min, plus now have a debug log and shifted around logic

* Now for mech stuff

* Clamping knockdown

* Definition fix

* Dusting this off, hopeful fix to things not falling

* Probably don't need this, I forget

* Hahaha nope, this did nothing

* Finally, a way to make fall() call in mid air after a delay without horrible lag

* Tunes pipe layering if on same zlevel, getting there

* Now fully tuned

* Adding bones for pipe item support

* Test

* z_up pipe item icon state

* z_up and z_down pipe item icon state

* Adding these to pipe dispensers

* Typo

* RCDs too

* Moved here

* Moved back

* Makes space work nicer

* Oh and here

* Fall updates

* Don't need this

* Oversights everywhere

* Fixes

* More

* More, and new stuff

* Even more

* Dampening these a bit

* So many, so moved to new file

* Forgot this

* Refactor

* Forgot to actually use

* Indentation issues

* Works better like this

* Refactors into nicer proc

* One oversight

* Stair frames, to construct into stairs

* Stack recipe for em

* Cutting useless stuff

* Fixes

* Last fixes

* Stops uncrossing at non existant aboves

* Better logic

* Better logic

* Fix

* Fixes nullspace checking runtime

* Removes redundant check on stairs

* Replaces CanPass with Cross, functionality is same and definition is duplicate of it

* Missed one

* Darkening and falling tweaks

* Better call for gravity

* Oversight

* Stops falling in space, zero-g open space movement fixes etc

* Consistency

* Fixes slipping on open spaces with catwalks (lattices make sense I guess) and stairs not being snapped down to

* Var name fix

* Much nicer system with no recursive function or last_fall variable use

* Adds buildFrom()s so z-pipes can actually be fitted, stops spam of fall() calls on enter with lock for nicer gravity

* Makes z distances pay attention to multi z support

* Maybe this is better

* Left this in

* Adding visible and hidden variants for mapping

* Counts glass floors as open space for the purpose of open space checks

* Bracket fix

* Makes it a macro for easy viewing

* Space looks much better like this honestly

* Makes schematics actually show up on RPD in multi-z

* Making these tied to WORLD_ICON_SIZE

* Changes for someone to test

* Now the fix actually works

* Removes forceMove(), nicer solution

* Giving stairs all their dirs

* Fixing stair position problem and other things

* Stair deconstruction

* Removing redundant enter() check to move()

* Some updates as requested

* .dme and map/file fixes

* .dme and map/file fixes

* Updating can_falls

* Ladder climb fix

* Some port notes updates

* Docs itself

* Removing unused edge_type var

* Removing landmark object, converts it code side

* Removing unsimmed walls doing it, not necessary

* Updated descs

* Fixing observer non-standards in file

* More file cleanup

* Jetpacks allow z-travelling

* Now they really do

* Robots too

* Updating docs

* Code cleanup

* Catch one

* Indent fix

* Not sure what that even is

* Catching these

* Applying some old fixes

* Removing unused file

* Moving nodes back to original places, or an attempt to

* Here too

* Removing unused file

* Moving these back too

* Some fixes for now

* Some more

* Even more, almost done

* Better pipe icons

* More icons

* Disposal pipe construction

* Mixup

* List optimisation, new fixes

Co-authored-by: Damian <damian@autistici.org>
Co-authored-by: kanef <kanef9x@protonmail.com>
2021-08-27 08:14:13 -05:00

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// ## THE FALLING PROCS ###
// Called on everything that falling_atom might hit. Return 1 if you're handling it so handle_fall() will stop checking.
// If you're soft and break the fall gently, just return 1
// If the falling atom will hit you hard, call fall_impact() and return its result.
/atom/proc/CheckFall(var/atom/movable/falling_atom)
if(density && !(flags & ON_BORDER))
return falling_atom.fall_impact(src)
// By default all turfs are gonna let you hit them regardless of density.
/turf/CheckFall(var/atom/movable/falling_atom)
return falling_atom.fall_impact(src)
// Obviously you can't really hit open space.
/turf/simulated/open/CheckFall(var/atom/movable/falling_atom)
// Don't need to print this, the open space it falls into will print it for us!
// visible_message("\The [falling_atom] falls from above through \the [src]!", "You hear a whoosh of displaced air.")
return 0
// We return 1 without calling fall_impact in order to provide a soft landing. So nice.
// Note this really should never even get this far
/obj/structure/stairs/CheckFall(var/atom/movable/falling_atom)
return 1
// Called by CheckFall when we actually hit something. Oof
/atom/movable/proc/fall_impact(var/atom/hit_atom)
if(get_gravity() > 0.5)
visible_message("\The [src] falls from above and slams into \the [hit_atom]!", "You hear something slam into \the [hit_atom].")
else
visible_message("\The [src] drops from above onto \the [hit_atom]!", "You hear something drop onto \the [hit_atom].")
for(var/atom/movable/AM in hit_atom.contents)
AM.fall_act(src)
zs_fallen = 0
// Take damage from falling and hitting the ground
/mob/living/fall_impact(var/turf/landing)
var/gravity = get_gravity()
if(gravity > 0.5)
visible_message("<span class='warning'>\The [src] falls from above and slams into \the [landing]!</span>", \
"<span class='danger'>You fall off and hit \the [landing]!</span>", \
"You hear something slam into \the [landing].")
if(gravity > 0.667)
for(var/atom/movable/AM in landing.contents)
AM.fall_act(src)
playsound(loc, "sound/effects/pl_fallpain.ogg", 25, 1, -1)
// Bases at ten and scales with the number of Z levels fallen
// Because wounds heal rather quickly, 10 should be enough to discourage jumping off 1 ledge but not be enough to ruin you, at least for the first time.
var/damage = ((10 * min(zs_fallen,5)) * gravity)
apply_damage(rand(0, damage), BRUTE, LIMB_HEAD)
apply_damage(rand(0, damage), BRUTE, LIMB_CHEST)
apply_damage(rand(0, damage), BRUTE, LIMB_LEFT_LEG)
apply_damage(rand(0, damage), BRUTE, LIMB_RIGHT_LEG)
apply_damage(rand(0, damage), BRUTE, LIMB_LEFT_ARM)
apply_damage(rand(0, damage), BRUTE, LIMB_RIGHT_ARM)
log_debug("[src] has taken [src.getBruteLoss()] damage after falling [zs_fallen] z levels with a gravity of [gravity] Gs!")
AdjustKnockdown((3 * min(zs_fallen,10)) * gravity)
else
visible_message("\The [src] drops from above and onto \the [landing].", \
"You fall off and land on the \the [landing].", \
"You hear something drop onto \the [landing].")
zs_fallen = 0
/obj/mecha/handle_fall(var/turf/landing)
// First things first, break any lattice
var/obj/structure/lattice/lattice = locate(/obj/structure/lattice, loc)
if(lattice)
// Lattices seem a bit too flimsy to hold up a massive exosuit.
lattice.visible_message("<span class='danger'>\The [lattice] collapses under the weight of \the [src]!</span>")
qdel(lattice)
// Then call parent to have us actually fall
return ..()
/obj/mecha/fall_impact(var/atom/hit_atom)
var/gravity = get_gravity()
if(gravity > 0.25)
// Tell the pilot that they just dropped down with a superheavy mecha.
if(occupant)
to_chat(occupant, "<span class='warning'>\The [src] crashed down onto \the [hit_atom]!</span>")
if(gravity > 0.5)
var/damage = ((10 * min(zs_fallen,5)) * gravity)
// Anything on the same tile as the landing tile is gonna have a bad day.
for(var/mob/living/L in hit_atom.contents)
visible_message("<span class='danger'>\The [src] crushes \the [L] as it lands on them!</span>")
L.fall_act(src)
// Now to hurt the mech.
take_damage(rand(damage, 3*damage))
// And hurt the floor.
if(istype(hit_atom, /turf/simulated/floor))
var/turf/simulated/floor/ground = hit_atom
ground.break_tile()
else
// Tell the pilot that they just plopped lightly onto the low-gravity ground with a superheavy mecha.
if(occupant)
to_chat(occupant, "<span class='warning'>\The [src] softly drops down onto \the [hit_atom]!</span>")
zs_fallen = 0
/obj/machinery/power/supermatter/fall_impact(var/atom/hit_atom)
..()
Consume(hit_atom)
var/global/list/non_items = list(/obj/machinery,/obj/structure)
// Opposite of fall_impact, called when something is dropped on someone
/atom/movable/proc/fall_act(var/atom/hitting_atom)
return
/mob/living/fall_act(var/atom/hitting_atom)
var/gravity = get_gravity()
if(ismecha(hitting_atom))
var/damage = ((10 * min(hitting_atom.zs_fallen,5)) * gravity)
adjustBruteLoss(rand(3*damage, 5*damage))
AdjustKnockdown(damage / 2)
else if(isitem(hitting_atom))
var/obj/item/I = hitting_atom
var/damage = (((I.throwforce * min(hitting_atom.zs_fallen,5)) * gravity) * I.w_class)
adjustBruteLoss(rand(damage, 2*damage))
AdjustKnockdown(((2 * min(hitting_atom.zs_fallen,5)) * gravity) * I.w_class)
if(I.w_class == W_CLASS_GIANT)
gib()
else if(is_type_in_list(hitting_atom,non_items))
var/damage = ((3 * min(hitting_atom.zs_fallen,5)) * gravity)
if(hitting_atom.density)
damage *= 3
adjustBruteLoss(rand(damage, 2*damage))
AdjustKnockdown(damage / 2)