mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2026-08-30 00:21:11 +01:00
New bullet types, projectile rewrite
* Refactors projectile Bump() * Converts projectile_type var strings to paths * Reorganizes bullet projectile paths * Made a pass through all the bullet_act() definitions. Mainly ensured that damage_type is checked when dealing damage to certain objects. Removed stupid /turf bullet_act() override, replaced with on_hit() overrides on the relevant projectiles. * Adds shotgun pellets projectile. Adds Raptor's shotgun slug sprite. * Gives stunshots more of their own identity, refluffs them as taser cartridges for shotguns. They still aren't obtainable anywhere unless spawned. * Makes projectiles pass through girders and cultgirders with a certain probability, unless the girder itself was clicked. * Projectiles are also able to pass through grilles. Low damage projectiles have a chance to be blocked by grilles. High damage projectiles have a chance to have some damage absorbed by the grille. * Makes projectiles for blanks invisible. * Adds flash bullet types * Adds support for 'penetrating' projectiles * Swaps .45 and 9mm projectile types. .45s hit slightly harder, 9mils have more ammo capacity.
This commit is contained in:
@@ -36,8 +36,10 @@
|
||||
var/damage = 10
|
||||
var/damage_type = BRUTE //BRUTE, BURN, TOX, OXY, CLONE are the only things that should be in here
|
||||
var/nodamage = 0 //Determines if the projectile will skip any damage inflictions
|
||||
var/taser_effect = 0 //If set then the projectile will apply it's agony damage using stun_effect_act() to mobs it hits, and other damage will be ignored
|
||||
var/flag = "bullet" //Defines what armor to use when it hits things. Must be set to bullet, laser, energy,or bomb //Cael - bio and rad are also valid
|
||||
var/projectile_type = "/obj/item/projectile"
|
||||
var/projectile_type = /obj/item/projectile
|
||||
var/penetrating = 0 //If greater than zero, the projectile will pass through dense objects as specified by on_penetrate()
|
||||
var/kill_count = 50 //This will de-increment every process(). When 0, it will delete the projectile.
|
||||
//Effects
|
||||
var/stun = 0
|
||||
@@ -50,7 +52,8 @@
|
||||
var/agony = 0
|
||||
var/embed = 0 // whether or not the projectile can embed itself in the mob
|
||||
|
||||
proc/on_hit(var/atom/target, var/blocked = 0)
|
||||
//TODO: make it so this is called more reliably, instead of sometimes by bullet_act() and sometimes not
|
||||
proc/on_hit(var/atom/target, var/blocked = 0, var/def_zone = null)
|
||||
if(blocked >= 2) return 0//Full block
|
||||
if(!isliving(target)) return 0
|
||||
if(isanimal(target)) return 0
|
||||
@@ -58,6 +61,14 @@
|
||||
L.apply_effects(stun, weaken, paralyze, irradiate, stutter, eyeblur, drowsy, agony, blocked) // add in AGONY!
|
||||
return 1
|
||||
|
||||
//called when the projectile stops flying because it collided with something
|
||||
proc/on_impact(var/atom/A)
|
||||
return
|
||||
|
||||
//return 1 if the projectile should be allowed to pass through after all, 0 if not.
|
||||
proc/on_penetrate(var/atom/A)
|
||||
return 1
|
||||
|
||||
proc/check_fire(var/mob/living/target as mob, var/mob/living/user as mob) //Checks if you can hit them or not.
|
||||
if(!istype(target) || !istype(user))
|
||||
return 0
|
||||
@@ -70,77 +81,152 @@
|
||||
del(in_chamber) //No need for it anymore
|
||||
return output //Send it back to the gun!
|
||||
|
||||
//called to launch a projectile from a gun
|
||||
proc/launch(atom/target, mob/user, obj/item/weapon/gun/launcher, var/target_zone, var/x_offset=0, var/y_offset=0, var/px=null, var/py=null)
|
||||
var/turf/curloc = get_turf(user)
|
||||
var/turf/targloc = get_turf(target)
|
||||
if (!istype(targloc) || !istype(curloc))
|
||||
return 1
|
||||
|
||||
firer = user
|
||||
def_zone = user.zone_sel.selecting
|
||||
|
||||
if(user == target) //Shooting yourself
|
||||
user.bullet_act(src, target_zone)
|
||||
del(src)
|
||||
return 0
|
||||
if(targloc == curloc) //Shooting the ground
|
||||
targloc.bullet_act(src, target_zone)
|
||||
del(src)
|
||||
return 0
|
||||
|
||||
original = target
|
||||
loc = curloc
|
||||
starting = curloc
|
||||
current = curloc
|
||||
yo = targloc.y - curloc.y + y_offset
|
||||
xo = targloc.x - curloc.x + x_offset
|
||||
if(!isnull(py)) p_y = py
|
||||
if(!isnull(px)) p_x = px
|
||||
|
||||
shot_from = launcher
|
||||
silenced = launcher.silenced
|
||||
|
||||
spawn()
|
||||
process()
|
||||
|
||||
return 0
|
||||
|
||||
//Used to change the direction of the projectile in flight.
|
||||
proc/redirect(var/new_x, var/new_y, var/atom/starting_loc, var/mob/new_firer=null)
|
||||
original = locate(new_x, new_y, src.z)
|
||||
starting = starting_loc
|
||||
current = starting_loc
|
||||
if(new_firer)
|
||||
firer = src
|
||||
|
||||
yo = new_y - starting_loc.y
|
||||
xo = new_x - starting_loc.x
|
||||
|
||||
//Called when the projectile intercepts a mob. Returns 1 if the projectile hit the mob, 0 if it missed and should keep flying.
|
||||
proc/attack_mob(var/mob/living/target_mob, var/distance, var/miss_modifier = -30)
|
||||
//accuracy bonus from aiming
|
||||
if (istype(shot_from, /obj/item/weapon/gun)) //If you aim at someone beforehead, it'll hit more often.
|
||||
var/obj/item/weapon/gun/daddy = shot_from //Kinda balanced by fact you need like 2 seconds to aim
|
||||
if (daddy.target && original in daddy.target) //As opposed to no-delay pew pew
|
||||
miss_modifier += -30
|
||||
|
||||
//roll to-hit
|
||||
var/hit_zone = get_zone_with_miss_chance(def_zone, target_mob, max(miss_modifier + 15*distance, 0))
|
||||
if(!hit_zone)
|
||||
visible_message("<span class='notice'>\The [src] misses [target_mob] narrowly!</span>")
|
||||
return 0
|
||||
|
||||
//set def_zone, so if the projectile ends up hitting someone else later (to be implemented), it is more likely to hit the same part
|
||||
def_zone = hit_zone
|
||||
|
||||
//hit messages
|
||||
if(silenced)
|
||||
target_mob << "<span class='danger'>You've been hit in the [parse_zone(def_zone)] by \the [src]!</span>"
|
||||
else
|
||||
visible_message("<span class='danger'>\The [target_mob] is hit by \the [src] in the [parse_zone(def_zone)]!</span>")//X has fired Y is now given by the guns so you cant tell who shot you if you could not see the shooter
|
||||
|
||||
//admin logs
|
||||
if(istype(firer, /mob))
|
||||
target_mob.attack_log += "\[[time_stamp()]\] <b>[firer]/[firer.ckey]</b> shot <b>[target_mob]/[target_mob.ckey]</b> with a <b>[src.type]</b>"
|
||||
firer.attack_log += "\[[time_stamp()]\] <b>[firer]/[firer.ckey]</b> shot <b>[target_mob]/[target_mob.ckey]</b> with a <b>[src.type]</b>"
|
||||
msg_admin_attack("[firer] ([firer.ckey]) shot [target_mob] ([target_mob.ckey]) with a [src] (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[firer.x];Y=[firer.y];Z=[firer.z]'>JMP</a>)") //BS12 EDIT ALG
|
||||
else
|
||||
target_mob.attack_log += "\[[time_stamp()]\] <b>UNKNOWN SUBJECT (No longer exists)</b> shot <b>[target_mob]/[target_mob.ckey]</b> with a <b>[src]</b>"
|
||||
msg_admin_attack("UNKNOWN shot [target_mob] ([target_mob.ckey]) with a [src] (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[firer.x];Y=[firer.y];Z=[firer.z]'>JMP</a>)") //BS12 EDIT ALG
|
||||
|
||||
//sometimes bullet_act() will want the projectile to continue flying
|
||||
if (target_mob.bullet_act(src, def_zone) == -1)
|
||||
return 0
|
||||
|
||||
return 1
|
||||
|
||||
Bump(atom/A as mob|obj|turf|area)
|
||||
if(A == src)
|
||||
return 0 //no
|
||||
|
||||
if(A == firer)
|
||||
loc = A.loc
|
||||
return 0 //cannot shoot yourself
|
||||
|
||||
if(bumped) return 0
|
||||
var/forcedodge = 0 // force the projectile to pass
|
||||
if(bumped)
|
||||
return 0
|
||||
|
||||
var/passthrough = 0 //if the projectile should continue flying
|
||||
var/distance = get_dist(starting,loc)
|
||||
|
||||
bumped = 1
|
||||
if(firer && istype(A, /mob))
|
||||
if(ismob(A))
|
||||
var/mob/M = A
|
||||
if(!istype(A, /mob/living))
|
||||
loc = A.loc
|
||||
return 0// nope.avi
|
||||
|
||||
var/distance = get_dist(starting,loc)
|
||||
var/miss_modifier = -30
|
||||
|
||||
if (istype(shot_from,/obj/item/weapon/gun)) //If you aim at someone beforehead, it'll hit more often.
|
||||
var/obj/item/weapon/gun/daddy = shot_from //Kinda balanced by fact you need like 2 seconds to aim
|
||||
if (daddy.target && original in daddy.target) //As opposed to no-delay pew pew
|
||||
miss_modifier += -30
|
||||
def_zone = get_zone_with_miss_chance(def_zone, M, miss_modifier + 15*distance)
|
||||
|
||||
if(!def_zone)
|
||||
visible_message("\blue \The [src] misses [M] narrowly!")
|
||||
forcedodge = -1
|
||||
if(istype(A, /mob/living))
|
||||
passthrough = !attack_mob(M, distance)
|
||||
else
|
||||
if(silenced)
|
||||
M << "\red You've been shot in the [parse_zone(def_zone)] by the [src.name]!"
|
||||
else
|
||||
visible_message("\red [A.name] is hit by the [src.name] in the [parse_zone(def_zone)]!")//X has fired Y is now given by the guns so you cant tell who shot you if you could not see the shooter
|
||||
if(istype(firer, /mob))
|
||||
M.attack_log += "\[[time_stamp()]\] <b>[firer]/[firer.ckey]</b> shot <b>[M]/[M.ckey]</b> with a <b>[src.type]</b>"
|
||||
firer.attack_log += "\[[time_stamp()]\] <b>[firer]/[firer.ckey]</b> shot <b>[M]/[M.ckey]</b> with a <b>[src.type]</b>"
|
||||
msg_admin_attack("[firer] ([firer.ckey]) shot [M] ([M.ckey]) with a [src] (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[firer.x];Y=[firer.y];Z=[firer.z]'>JMP</a>)") //BS12 EDIT ALG
|
||||
else
|
||||
M.attack_log += "\[[time_stamp()]\] <b>UNKNOWN SUBJECT (No longer exists)</b> shot <b>[M]/[M.ckey]</b> with a <b>[src]</b>"
|
||||
msg_admin_attack("UNKNOWN shot [M] ([M.ckey]) with a [src] (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[firer.x];Y=[firer.y];Z=[firer.z]'>JMP</a>)") //BS12 EDIT ALG
|
||||
|
||||
if(A)
|
||||
if (!forcedodge)
|
||||
forcedodge = A.bullet_act(src, def_zone) // searches for return value
|
||||
if(forcedodge == -1) // the bullet passes through a dense object!
|
||||
bumped = 0 // reset bumped variable!
|
||||
if(istype(A, /turf))
|
||||
loc = A
|
||||
else
|
||||
loc = A.loc
|
||||
permutated.Add(A)
|
||||
return 0
|
||||
if(istype(A,/turf))
|
||||
passthrough = 1 //so ghosts don't stop bullets
|
||||
else
|
||||
passthrough = (A.bullet_act(src, def_zone) == -1) //backwards compatibility
|
||||
if(isturf(A))
|
||||
for(var/obj/O in A)
|
||||
O.bullet_act(src)
|
||||
for(var/mob/M in A)
|
||||
M.bullet_act(src, def_zone)
|
||||
density = 0
|
||||
invisibility = 101
|
||||
del(src)
|
||||
return 1
|
||||
attack_mob(M, distance)
|
||||
|
||||
//penetrating projectiles can pass through things that otherwise would not let them
|
||||
if(penetrating > 0)
|
||||
if(on_penetrate(A))
|
||||
passthrough = 1
|
||||
penetrating--
|
||||
|
||||
//the bullet passes through a dense object!
|
||||
if(passthrough)
|
||||
bumped = 0 //reset bumped variable!
|
||||
if(istype(A, /turf))
|
||||
loc = A
|
||||
else
|
||||
loc = A.loc
|
||||
permutated.Add(A)
|
||||
return 0
|
||||
|
||||
//stop flying
|
||||
on_impact(A)
|
||||
|
||||
density = 0
|
||||
invisibility = 101
|
||||
del(src)
|
||||
return 1
|
||||
|
||||
CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
|
||||
if(air_group || (height==0)) return 1
|
||||
|
||||
if(istype(mover, /obj/item/projectile))
|
||||
return prob(95)
|
||||
return prob(95) //ha
|
||||
else
|
||||
return 1
|
||||
|
||||
|
||||
process()
|
||||
if(kill_count < 1)
|
||||
del(src)
|
||||
|
||||
Reference in New Issue
Block a user