Files
vgstation13/code/ZAS/Airflow.dm
2015-07-18 02:30:51 -05:00

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/*
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()
writepanic("[__FILE__].[__LINE__] ([src.type])([usr ? usr.ckey : ""]) \\mob/proc/airflow_stun() called tick#: [world.time]")
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 << "<span class='notice'>You stay upright as the air rushes past you.</span>"
return 0
if(weakened <= 0) src << "<span class='warning'>The sudden rush of air knocks you over!</span>"
weakened = max(weakened,5)
last_airflow_stun = world.time
return
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 << "<span class='notice'>You stay upright as the air rushes past you.</span>"
return 0
if(weakened <= 0) src << "<span class='warning'>The sudden rush of air knocks you over!</span>"
weakened = max(weakened,rand(1,5))
last_airflow_stun = world.time
return
atom/movable/proc/check_airflow_movable(n)
writepanic("[__FILE__].[__LINE__] ([src.type])([usr ? usr.ckey : ""]) \\datom/movable/proc/check_airflow_movable() called tick#: [world.time]")
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)
writepanic("[__FILE__].[__LINE__] \\/proc/Airflow() called tick#: [world.time]")
set background = 1
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)
spawn()
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.
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)
writepanic("[__FILE__].[__LINE__] \\/proc/AirflowSpace() called tick#: [world.time]")
spawn()
//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.
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
// Mainly for bustanuts.
/atom/movable/proc/AirflowCanPush()
writepanic("[__FILE__].[__LINE__] ([src.type])([usr ? usr.ckey : ""]) \\/atom/movable/proc/AirflowCanPush() called tick#: [world.time]")
return 1
/mob/AirflowCanPush()
if (M_HARDCORE in mutations)
return 0
return 1
/atom/movable/proc/GotoAirflowDest(n)
writepanic("[__FILE__].[__LINE__] ([src.type])([usr ? usr.ckey : ""]) \\/atom/movable/proc/GotoAirflowDest() called tick#: [world.time]")
last_airflow = world.time
if(airflow_dest == loc)
return
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 << "<SPAN CLASS='warning'>You are sucked away by airflow!</SPAN>"
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 = Clamp(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
spawn(0)
while(airflow_speed > 0)
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(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))
airflow_dest = locate(Clamp(x + xo, 1, world.maxx), Clamp(y + yo, 1, world.maxy), z)
if ((src.x == 1 || src.x == world.maxx || src.y == 1 || src.y == world.maxy))
break
if(!isturf(loc))
break
step_towards(src, src.airflow_dest)
if(ismob(src) && src:client)
var/mob/M = src
M.delayNextMove(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)
writepanic("[__FILE__].[__LINE__] ([src.type])([usr ? usr.ckey : ""]) \\/atom/movable/proc/RepelAirflowDest() called tick#: [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.flags & NOSLIP)
return
src << "<SPAN CLASS='warning'>You are pushed away by airflow!</SPAN>"
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 = Clamp(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
spawn(0)
while(airflow_speed > 0)
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(tick_multiplier)
else
sleep(max(1,10-(airflow_speed+3)) * tick_multiplier)
if ((!( src.airflow_dest ) || src.loc == src.airflow_dest))
airflow_dest = locate(Clamp(x + xo, 1, world.maxx), Clamp(y + yo, 1, world.maxy), z)
if ((src.x == 1 || src.x == world.maxx || src.y == 1 || src.y == world.maxy))
return
if (!isturf(loc))
return
step_towards(src, src.airflow_dest)
if(ismob(src) && src:client)
var/mob/M = src
M.delayNextMove(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/Obstacle)
if(airflow_speed > 0 && airflow_dest)
airflow_hit(Obstacle)
else
airflow_speed = 0
airflow_time = 0
. = ..()
sound_override = 0
atom/movable/proc/airflow_hit(atom/A)
writepanic("[__FILE__].[__LINE__] ([src.type])([usr ? usr.ckey : ""]) \\datom/movable/proc/airflow_hit() called tick#: [world.time]")
airflow_speed = 0
airflow_dest = null
mob/airflow_hit(atom/A)
if(!sound_override)
for(var/mob/M in hearers(src))
M.show_message("<span class='danger'>\The [src] slams into \a [A]!</span>",1,"<span class='warning'>You hear a loud slam!</span>",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)
if(!sound_override)
for(var/mob/M in hearers(src))
M.show_message("<span class='danger'>\The [src] slams into \a [A]!</span>",1,"<span class='warning'>You hear a loud slam!</span>",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("<span class='danger'>[src] slams into [A]!</span>",1,"<span class='warning'>You hear a loud slam!</span>",2)
//playsound(get_turf(src), "punch", 25, 1, -1)
if(prob(33))
loc:add_blood(src)
bloody_body(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, used_weapon = "Airflow")
blocked = run_armor_check("chest","melee")
apply_damage(b_loss/3, BRUTE, "chest", blocked, 0, used_weapon = "Airflow")
blocked = run_armor_check("groin","melee")
apply_damage(b_loss/3, BRUTE, "groin", blocked, 0, used_weapon = "Airflow")
if(zas_settings.Get(/datum/ZAS_Setting/airflow_push) || AirflowCanPush())
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()
writepanic("[__FILE__].[__LINE__] ([src.type])([usr ? usr.ckey : ""]) \\/zone/proc/movables() called tick#: [world.time]")
. = list()
for(var/turf/T in contents)
for(var/atom/A in T)
if(istype(A, /obj/effect) || isobserver(A) || isAIEye(A))
continue
. += A