deterministic explosion system (#13392)
* wae explosions * okay * changes * fixes * fix * ok * ok * kills more dead code * okay * fix * ok * tiles * ok * okay * woops * ok * fix * okay * mob damage * fixes * insanity * more * more * fixes * more * woot * don't commit that * YES * fix
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@@ -96,6 +96,7 @@ GLOBAL_LIST_INIT(admin_verbs_fun, list(
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/client/proc/cmd_select_equipment,
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/client/proc/cmd_admin_gib_self,
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/client/proc/drop_bomb,
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/client/proc/drop_wave_explosion,
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/client/proc/set_dynex_scale,
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/client/proc/drop_dynex_bomb,
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/client/proc/cinematic,
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@@ -550,6 +551,51 @@ GLOBAL_PROTECT(admin_verbs_hideable)
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log_admin("[key_name(usr)] created an admin explosion at [epicenter.loc].")
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SSblackbox.record_feedback("tally", "admin_verb", 1, "Drop Bomb") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
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/client/proc/drop_wave_explosion()
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set category = "Special Verbs"
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set name = "Drop Wave Explosion"
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set desc = "Cause an explosive shockwave at your location."
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var/power = input(src, "Wave initial power", "Power", 50) as num|null
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if(isnull(power))
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return
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var/falloff = input(src, "Wave innate falloff factor", "Falloff", EXPLOSION_DEFAULT_FALLOFF_MULTIPLY) as num|null
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if(isnull(falloff))
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return
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falloff = max(0, falloff)
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if(falloff > 1)
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to_chat(src, "<span class='danger'>Aborting: Falloff cannot be higher tahn 1.")
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return
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var/constant = input(src, "Wave innate falloff constant", "Constant", EXPLOSION_DEFAULT_FALLOFF_SUBTRACT) as num|null
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if(isnull(constant))
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return
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if(constant < 0)
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to_chat(src, "<span class='danger'>Aborting: Falloff constant cannot be less than 0.")
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return
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var/fire = input(src, "Probability per tile of fire?", "Fire Probability", 0) as num|null
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if(isnull(fire))
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return
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var/speed = input(src, "Speed in ticks to wait between cycles? 0 for fast as possible", "Wait", 0) as num|null
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if(isnull(speed))
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return
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var/block_resistance = input(src, "DANGEROUS: Block resistance? USE 1 IF YOU DO NOT KNOW WHAT YOU ARE DOING.", "Block Negation", 1) as num|null
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if(isnull(block_resistance))
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return
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block_resistance = max(0, block_resistance)
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if(power > 500)
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var/sure = alert(src, "Explosion power is extremely high. Are you absolutely sure?", "Uhh...", "No", "Yes")
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if(sure != "Yes")
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return
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// point of no return
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var/turf/target = get_turf(mob)
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if(!target)
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to_chat(src, "<span class='danger'>Cannot proceed. Not on turf.</span>")
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return
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message_admins("[ADMIN_LOOKUPFLW(usr)] creating an admin explosion at [target.loc].")
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log_admin("[key_name(usr)] created an admin explosion at [target.loc].")
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SSblackbox.record_feedback("tally", "admin_verb", 1, "Drop Wave Explosion") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
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wave_explosion(target, power, falloff, constant, null, fire, speed = speed, block_resistance = block_resistance)
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/client/proc/drop_dynex_bomb()
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set category = "Admin.Fun"
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set name = "Drop DynEx Bomb"
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@@ -177,6 +177,9 @@
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/mob/living/simple_animal/revenant/ex_act(severity, target)
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return 1 //Immune to the effects of explosions.
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/mob/living/simple_animal/revenant/wave_ex_act(power, datum/wave_explosion/explosion, dir)
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return power
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/mob/living/simple_animal/revenant/blob_act(obj/structure/blob/B)
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return //blah blah blobs aren't in tune with the spirit world, or something.
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@@ -206,6 +206,9 @@
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/mob/living/simple_animal/hostile/retaliate/clown/insane/ex_act()
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return
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/mob/living/simple_animal/hostile/retaliate/clown/insane/wave_ex_act(power, datum/wave_explosion/explosion, dir)
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return power
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/mob/living/simple_animal/hostile/retaliate/clown/insane/Life()
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timer--
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if(target)
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@@ -13,6 +13,10 @@
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/obj/effect/dummy/phased_mob/slaughter/ex_act()
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return
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/obj/effect/dummy/phased_mob/slaughter/wave_ex_act(power, datum/wave_explosion/explosion, dir)
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return power
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/obj/effect/dummy/phased_mob/slaughter/bullet_act()
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return BULLET_ACT_FORCE_PIERCE
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@@ -46,6 +46,9 @@
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/mob/living/brain/ex_act() //you cant blow up brainmobs because it makes transfer_to() freak out when borgs blow up.
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return
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/mob/living/brain/wave_ex_act(power, datum/wave_explosion/explosion, dir)
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return power
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/mob/living/brain/blob_act(obj/structure/blob/B)
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return
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@@ -438,6 +438,12 @@
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return
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..()
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/mob/living/wave_ex_act(power, datum/wave_explosion/explosion, dir)
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if(power > EXPLOSION_POWER_NORMAL_MOB_GIB)
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gib()
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adjustBruteLoss(EXPLOSION_POWER_STANDARD_SCALE_MOB_DAMAGE(power, explosion.mob_damage_mod))
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return power
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//Looking for irradiate()? It's been moved to radiation.dm under the rad_act() for mobs.
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/mob/living/acid_act(acidpwr, acid_volume)
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@@ -280,6 +280,9 @@ GLOBAL_LIST_EMPTY(parasites) //all currently existing/living guardians
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if(3)
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adjustBruteLoss(30)
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/mob/living/simple_animal/hostile/guardian/wave_ex_act(power, datum/wave_explosion/explosion, dir)
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adjustBruteLoss(EXPLOSION_POWER_STANDARD_SCALE_MOB_DAMAGE(power, explosion.mob_damage_mod * 0.33))
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/mob/living/simple_animal/hostile/guardian/gib()
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if(summoner)
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to_chat(summoner, "<span class='danger'><B>Your [src] was blown up!</span></B>")
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@@ -149,6 +149,9 @@
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if(EXPLODE_LIGHT)
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adjustBruteLoss(50)
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/mob/living/simple_animal/hostile/megafauna/wave_ex_act(power, datum/wave_explosion/explosion, dir)
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adjustBruteLoss(EXPLOSION_POWER_STANDARD_SCALE_MOB_DAMAGE(power, explosion.mob_damage_mod) / 2)
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/// Sets the next time the megafauna can use a melee or ranged attack, in deciseconds
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/mob/living/simple_animal/hostile/megafauna/proc/SetRecoveryTime(buffer_time, ranged_buffer_time)
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recovery_time = world.time + buffer_time
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@@ -59,6 +59,13 @@
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if(3)
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adjustBruteLoss(110)
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/mob/living/simple_animal/hostile/asteroid/basilisk/wave_ex_act(power, datum/wave_explosion/explosion, dir)
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. = ..()
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if(power > EXPLOSION_POWER_NORMAL_MOB_GIB)
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gib()
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else
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adjustBruteLoss(EXPLOSION_POWER_STANDARD_SCALE_MOB_DAMAGE(power, explosion.mob_damage_mod))
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//Watcher
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/mob/living/simple_animal/hostile/asteroid/basilisk/watcher
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name = "watcher"
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@@ -108,5 +108,8 @@
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/obj/effect/dummy/phased_mob/spell_jaunt/ex_act(blah)
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return
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/obj/effect/dummy/phased_mob/spell_jaunt/wave_ex_act(power, datum/wave_explosion/explosion, dir)
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return power
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/obj/effect/dummy/phased_mob/spell_jaunt/bullet_act(blah)
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return BULLET_ACT_FORCE_PIERCE
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@@ -90,6 +90,9 @@
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/obj/effect/dummy/phased_mob/shadow/ex_act()
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return
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/obj/effect/dummy/phased_mob/shadow/wave_ex_act(power, datum/wave_explosion/explosion, dir)
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return power
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/obj/effect/dummy/phased_mob/shadow/bullet_act()
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return BULLET_ACT_FORCE_PIERCE
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