Merge remote-tracking branch 'upstream/dev' into 150722-TagPairs

Conflicts:
	code/game/gamemodes/changeling/modularchangling.dm
This commit is contained in:
PsiOmegaDelta
2015-08-13 08:09:28 +02:00
319 changed files with 5837 additions and 4354 deletions

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@@ -1,32 +1,28 @@
/*
Defines a firing mode for a gun.
burst number of shots fired when the gun is used
burst_delay tick delay between shots in a burst
fire_delay tick delay after the last shot before the gun may be used again
move_delay tick delay after the last shot before the player may move
dispersion dispersion of each shot in the burst measured in tiles per 7 tiles angle ratio
accuracy accuracy modifier applied to each shot in tiles.
applied on top of the base weapon accuracy.
A firemode is created from a list of fire mode settings. Each setting modifies the value of the gun var with the same name.
If the fire mode value for a setting is null, it will be replaced with the initial value of that gun's variable when the firemode is created.
Obviously not compatible with variables that take a null value. If a setting is not present, then the corresponding var will not be modified.
*/
/datum/firemode
var/name = "default"
var/burst = 1
var/burst_delay = null
var/fire_delay = null
var/move_delay = 1
var/list/accuracy = list(0)
var/list/dispersion = list(0)
var/list/settings = list()
//using a list makes defining fire modes for new guns much nicer,
//however we convert the lists to datums in part so that firemodes can be VVed if necessary.
/datum/firemode/New(list/properties = null)
/datum/firemode/New(obj/item/weapon/gun/gun, list/properties = null)
..()
if(!properties) return
for(var/propname in vars)
if(!isnull(properties[propname]))
src.vars[propname] = properties[propname]
for(var/propname in properties)
var/propvalue = properties[propname]
if(isnull(propvalue))
settings[propname] = gun.vars[propname] //better than initial() as it handles list vars like burst_accuracy
else
settings[propname] = propvalue
/datum/firemode/proc/apply_to(obj/item/weapon/gun/gun)
for(var/propname in settings)
gun.vars[propname] = settings[propname]
//Parent gun type. Guns are weapons that can be aimed at mobs and act over a distance
/obj/item/weapon/gun
@@ -51,8 +47,10 @@
attack_verb = list("struck", "hit", "bashed")
zoomdevicename = "scope"
var/burst = 1
var/fire_delay = 6 //delay after shooting before the gun can be used again
var/burst_delay = 2 //delay between shots, if firing in bursts
var/move_delay = 1
var/fire_sound = 'sound/weapons/Gunshot.ogg'
var/fire_sound_text = "gunshot"
var/recoil = 0 //screen shake
@@ -60,12 +58,13 @@
var/muzzle_flash = 3
var/accuracy = 0 //accuracy is measured in tiles. +1 accuracy means that everything is effectively one tile closer for the purpose of miss chance, -1 means the opposite. launchers are not supported, at the moment.
var/scoped_accuracy = null
var/list/burst_accuracy = list(0) //allows for different accuracies for each shot in a burst. Applied on top of accuracy
var/list/dispersion = list(0)
var/next_fire_time = 0
var/sel_mode = 1 //index of the currently selected mode
var/list/firemodes = list()
var/firemode_type = /datum/firemode //for subtypes that need custom firemode data
//aiming system stuff
var/keep_aim = 1 //1 for keep shooting until aim is lowered
@@ -78,11 +77,8 @@
/obj/item/weapon/gun/New()
..()
if(!firemodes.len)
firemodes += new firemode_type
else
for(var/i in 1 to firemodes.len)
firemodes[i] = new firemode_type(firemodes[i])
for(var/i in 1 to firemodes.len)
firemodes[i] = new /datum/firemode(src, firemodes[i])
if(isnull(scoped_accuracy))
scoped_accuracy = accuracy
@@ -156,28 +152,21 @@
user << "<span class='warning'>[src] is not ready to fire again!</span>"
return
//unpack firemode data
var/datum/firemode/firemode = firemodes[sel_mode]
var/_burst = firemode.burst
var/_burst_delay = isnull(firemode.burst_delay)? src.burst_delay : firemode.burst_delay
var/_fire_delay = isnull(firemode.fire_delay)? src.fire_delay : firemode.fire_delay
var/_move_delay = firemode.move_delay
var/shoot_time = (_burst - 1)*_burst_delay
var/shoot_time = (burst - 1)* burst_delay
user.next_move = world.time + shoot_time //no clicking on things while shooting
if(user.client) user.client.move_delay = world.time + shoot_time //no moving while shooting either
next_fire_time = world.time + shoot_time
//actually attempt to shoot
var/turf/targloc = get_turf(target) //cache this in case target gets deleted during shooting, e.g. if it was a securitron that got destroyed.
for(var/i in 1 to _burst)
for(var/i in 1 to burst)
var/obj/projectile = consume_next_projectile(user)
if(!projectile)
handle_click_empty(user)
break
var/acc = firemode.accuracy[min(i, firemode.accuracy.len)]
var/disp = firemode.dispersion[min(i, firemode.dispersion.len)]
var/acc = burst_accuracy[min(i, burst_accuracy.len)]
var/disp = dispersion[min(i, dispersion.len)]
process_accuracy(projectile, user, target, acc, disp)
if(pointblank)
@@ -187,8 +176,8 @@
handle_post_fire(user, target, pointblank, reflex)
update_icon()
if(i < _burst)
sleep(_burst_delay)
if(i < burst)
sleep(burst_delay)
if(!(target && target.loc))
target = targloc
@@ -198,8 +187,8 @@
//update timing
user.next_move = world.time + 4
if(user.client) user.client.move_delay = world.time + _move_delay
next_fire_time = world.time + _fire_delay
if(user.client) user.client.move_delay = world.time + move_delay
next_fire_time = world.time + fire_delay
if(muzzle_flash)
set_light(0)
@@ -311,7 +300,7 @@
y_offset = rand(-1,1)
x_offset = rand(-1,1)
return !P.launch(target, user, src, target_zone, x_offset, y_offset)
return !P.launch_from_gun(target, user, src, target_zone, x_offset, y_offset)
//Suicide handling.
/obj/item/weapon/gun/var/mouthshoot = 0 //To stop people from suiciding twice... >.>
@@ -379,14 +368,20 @@
var/datum/firemode/current_mode = firemodes[sel_mode]
user << "The fire selector is set to [current_mode.name]."
/obj/item/weapon/gun/proc/switch_firemodes(mob/user=null)
/obj/item/weapon/gun/proc/switch_firemodes()
if(firemodes.len <= 1)
return null
sel_mode++
if(sel_mode > firemodes.len)
sel_mode = 1
var/datum/firemode/new_mode = firemodes[sel_mode]
user << "<span class='notice'>\The [src] is now set to [new_mode.name].</span>"
new_mode.apply_to(src)
return new_mode
/obj/item/weapon/gun/attack_self(mob/user)
if(firemodes.len > 1)
switch_firemodes(user)
var/datum/firemode/new_mode = switch_firemodes(user)
if(new_mode)
user << "<span class='notice'>\The [src] is now set to [new_mode.name].</span>"

View File

@@ -1,16 +1,9 @@
/datum/firemode/energy
var/projectile_type = null
var/modifystate = null
var/charge_cost = null
var/fire_sound = null
/obj/item/weapon/gun/energy
name = "energy gun"
desc = "A basic energy-based gun."
icon_state = "energy"
fire_sound = 'sound/weapons/Taser.ogg'
fire_sound_text = "laser blast"
firemode_type = /datum/firemode/energy
var/obj/item/weapon/cell/power_supply //What type of power cell this uses
var/charge_cost = 200 //How much energy is needed to fire.
@@ -26,15 +19,8 @@
var/recharge_time = 4
var/charge_tick = 0
/obj/item/weapon/gun/energy/switch_firemodes(mob/user=null)
..()
var/datum/firemode/energy/current_mode = firemodes[sel_mode]
if(istype(current_mode))
projectile_type = isnull(current_mode.projectile_type)? initial(projectile_type) : current_mode.projectile_type
modifystate = isnull(current_mode.modifystate)? initial(modifystate) : current_mode.modifystate
charge_cost = isnull(current_mode.charge_cost)? initial(charge_cost) : current_mode.charge_cost
fire_sound = isnull(current_mode.fire_sound)? initial(fire_sound) : current_mode.fire_sound
/obj/item/weapon/gun/energy/switch_firemodes()
if(..())
update_icon()
/obj/item/weapon/gun/energy/emp_act(severity)

View File

@@ -11,8 +11,8 @@
max_shots = 10
firemodes = list(
list(name="stun", projectile_type=/obj/item/projectile/beam/stun, fire_sound='sound/weapons/Taser.ogg'),
list(name="lethal", projectile_type=/obj/item/projectile/beam, fire_sound='sound/weapons/Laser.ogg'),
list(name="stun", projectile_type=/obj/item/projectile/beam/stun, fire_sound='sound/weapons/Taser.ogg', fire_delay=null, charge_cost=null),
list(name="lethal", projectile_type=/obj/item/projectile/beam, fire_sound='sound/weapons/Laser.ogg', fire_delay=null, charge_cost=null),
list(name="DESTROY", projectile_type=/obj/item/projectile/beam/pulse, fire_sound='sound/weapons/pulse.ogg', fire_delay=25, charge_cost=400),
)

View File

@@ -254,9 +254,9 @@
else
user << "<span class='notice'>You need at least five segments of cable coil to complete this task.</span>"
return
else if(istype(W,/obj/item/stack/material/plastic))
else if(istype(W,/obj/item/stack/material) && W.get_material_name() == "plastic")
if(buildstate == 3)
var/obj/item/stack/material/plastic/P = W
var/obj/item/stack/material/P = W
if(P.use(3))
user << "<span class='notice'>You assemble and install a heavy plastic lath onto the crossbow.</span>"
buildstate++

View File

@@ -167,9 +167,9 @@
buildstate++
update_icon()
return
else if(istype(W,/obj/item/stack/material/steel))
else if(istype(W,/obj/item/stack/material) && W.get_material_name() == DEFAULT_WALL_MATERIAL)
if(buildstate == 2)
var/obj/item/stack/material/steel/M = W
var/obj/item/stack/material/M = W
if(M.use(5))
user << "<span class='notice'>You assemble a chassis around the cannon frame.</span>"
buildstate++

View File

@@ -10,11 +10,12 @@
slot_flags = SLOT_BELT
ammo_type = /obj/item/ammo_casing/c9mm
multi_aim = 1
burst_delay = 2
firemodes = list(
list(name="semiauto", burst=1, fire_delay=0),
list(name="3-round bursts", burst=3, move_delay=4, accuracy = list(0,-1,-1,-2,-2), dispersion = list(0.0, 0.6, 1.0)),
list(name="short bursts", burst=5, move_delay=4, accuracy = list(0,-1,-1,-2,-2), dispersion = list(0.6, 1.0, 1.0, 1.0, 1.2)),
list(name="semiauto", burst=1, fire_delay=0, move_delay=null, burst_accuracy=null, dispersion=null),
list(name="3-round bursts", burst=3, fire_delay=null, move_delay=4, burst_accuracy=list(0,-1,-1), dispersion=list(0.0, 0.6, 1.0)),
list(name="short bursts", burst=5, fire_delay=null, move_delay=4, burst_accuracy=list(0,-1,-1,-2,-2), dispersion=list(0.6, 1.0, 1.0, 1.0, 1.2)),
)
/obj/item/weapon/gun/projectile/automatic/mini_uzi
@@ -66,9 +67,9 @@
magazine_type = /obj/item/ammo_magazine/c762
firemodes = list(
list(name="semiauto", burst=1, fire_delay=0),
list(name="3-round bursts", burst=3, move_delay=6, accuracy = list(0,-1,-1,-2,-2), dispersion = list(0.0, 0.6, 0.6)),
list(name="short bursts", burst=5, move_delay=6, accuracy = list(0,-1,-1,-2,-2), dispersion = list(0.6, 1.0, 1.0, 1.0, 1.2)),
list(name="semiauto", burst=1, fire_delay=0, move_delay=null, burst_accuracy=null, dispersion=null),
list(name="3-round bursts", burst=3, fire_delay=null, move_delay=6, burst_accuracy=list(0,-1,-2), dispersion=list(0.0, 0.6, 0.6)),
list(name="short bursts", burst=5, fire_delay=null, move_delay=6, burst_accuracy=list(0,-1,-2,-2,-3), dispersion=list(0.6, 1.0, 1.0, 1.0, 1.2)),
)
/obj/item/weapon/gun/projectile/automatic/sts35/update_icon()
@@ -98,9 +99,6 @@
icon_state = "wt550"
return
/datum/firemode/z8
var/use_launcher = 0
/obj/item/weapon/gun/projectile/automatic/z8
name = "\improper Z8 Bulldog"
desc = "An older model bullpup carbine, made by the now defunct Zendai Foundries. Uses armor piercing 5.56mm rounds. Makes you feel like a space marine when you hold it."
@@ -119,13 +117,13 @@
auto_eject_sound = 'sound/weapons/smg_empty_alarm.ogg'
burst_delay = 4
firemode_type = /datum/firemode/z8
firemodes = list(
list(name="semiauto", burst=1, fire_delay=0),
list(name="3-round bursts", burst=3, move_delay=6, accuracy = list(0,-1,-1), dispersion = list(0.0, 0.6, 0.6)),
list(name="fire grenades", use_launcher=1)
list(name="semiauto", burst=1, fire_delay=0, move_delay=null, use_launcher=null, burst_accuracy=null, dispersion=null),
list(name="3-round bursts", burst=3, fire_delay=null, move_delay=6, use_launcher=null, burst_accuracy=list(0,-1,-1), dispersion=list(0.0, 0.6, 0.6)),
list(name="fire grenades", burst=null, fire_delay=null, move_delay=null, use_launcher=1, burst_accuracy=null, dispersion=null)
)
var/use_launcher = 0
var/obj/item/weapon/gun/launcher/grenade/underslung/launcher
/obj/item/weapon/gun/projectile/automatic/z8/New()
@@ -139,15 +137,13 @@
..()
/obj/item/weapon/gun/projectile/automatic/z8/attack_hand(mob/user)
var/datum/firemode/z8/current_mode = firemodes[sel_mode]
if(user.get_inactive_hand() == src && current_mode.use_launcher)
if(user.get_inactive_hand() == src && use_launcher)
launcher.unload(user)
else
..()
/obj/item/weapon/gun/projectile/automatic/z8/Fire(atom/target, mob/living/user, params, pointblank=0, reflex=0)
var/datum/firemode/z8/current_mode = firemodes[sel_mode]
if(current_mode.use_launcher)
if(use_launcher)
launcher.Fire(target, user, params, pointblank, reflex)
if(!launcher.chambered)
switch_firemodes() //switch back automatically
@@ -187,8 +183,8 @@
magazine_type = /obj/item/ammo_magazine/a762
firemodes = list(
list(name="short bursts", burst=5, move_delay=6, accuracy = list(0,-1,-1,-2,-2,-2,-3,-3), dispersion = list(0.6, 1.0, 1.0, 1.0, 1.2)),
list(name="long bursts", burst=8, move_delay=8, accuracy = list(0,-1,-1,-2,-2,-2,-3,-3), dispersion = list(1.0, 1.0, 1.0, 1.0, 1.2)),
list(name="short bursts", burst=5, move_delay=6, burst_accuracy = list(0,-1,-1,-2,-2), dispersion = list(0.6, 1.0, 1.0, 1.0, 1.2)),
list(name="long bursts", burst=8, move_delay=8, burst_accuracy = list(0,-1,-1,-2,-2,-2,-3,-3), dispersion = list(1.0, 1.0, 1.0, 1.0, 1.2)),
)
var/cover_open = 0

View File

@@ -26,7 +26,7 @@
var/xo = null
var/current = null
var/obj/shot_from = null // the object which shot us
var/atom/original = null // the original target clicked
var/atom/original = null // the target clicked (not necessarily where the projectile is headed). Should probably be renamed to 'target' or something.
var/turf/starting = null // the projectile's starting turf
var/list/permutated = list() // we've passed through these atoms, don't try to hit them again
@@ -110,21 +110,13 @@
p_x = between(0, p_x + rand(-radius, radius), world.icon_size)
p_y = between(0, p_y + rand(-radius, radius), world.icon_size)
//called to launch a projectile from a gun
/obj/item/projectile/proc/launch(atom/target, mob/user, obj/item/weapon/gun/launcher, var/target_zone, var/x_offset=0, var/y_offset=0)
var/turf/curloc = get_turf(user)
//called to launch a projectile
/obj/item/projectile/proc/launch(atom/target, var/target_zone, var/x_offset=0, var/y_offset=0)
var/turf/curloc = get_turf(src)
var/turf/targloc = get_turf(target)
if (!istype(targloc) || !istype(curloc))
return 1
firer = user
def_zone = target_zone
if(user == target) //Shooting yourself
user.bullet_act(src, target_zone)
on_impact(user)
qdel(src)
return 0
if(targloc == curloc) //Shooting something in the same turf
target.bullet_act(src, target_zone)
on_impact(target)
@@ -132,31 +124,39 @@
return 0
original = target
loc = curloc
starting = curloc
current = curloc
yo = targloc.y - curloc.y + y_offset
xo = targloc.x - curloc.x + x_offset
shot_from = launcher
silenced = launcher.silenced
def_zone = target_zone
spawn()
setup_trajectory(curloc, targloc, x_offset, y_offset) //plot the initial trajectory
process()
return 0
//called to launch a projectile from a gun
/obj/item/projectile/proc/launch_from_gun(atom/target, mob/user, obj/item/weapon/gun/launcher, var/target_zone, var/x_offset=0, var/y_offset=0)
if(user == target) //Shooting yourself
user.bullet_act(src, target_zone)
on_impact(user)
qdel(src)
return 0
loc = get_turf(user) //move the projectile out into the world
firer = user
shot_from = launcher
silenced = launcher.silenced
return launch(target, target_zone, x_offset, y_offset)
//Used to change the direction of the projectile in flight.
/obj/item/projectile/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
var/turf/new_target = locate(new_x, new_y, src.z)
original = new_target
if(new_firer)
firer = src
yo = new_y - starting_loc.y
xo = new_x - starting_loc.x
setup_trajectory()
setup_trajectory(starting_loc, new_target)
//Called when the projectile intercepts a mob. Returns 1 if the projectile hit the mob, 0 if it missed and should keep flying.
/obj/item/projectile/proc/attack_mob(var/mob/living/target_mob, var/distance, var/miss_modifier=0)
@@ -165,14 +165,17 @@
//roll to-hit
miss_modifier = max(15*(distance-2) - round(15*accuracy) + miss_modifier, 0)
var/hit_zone = get_zone_with_miss_chance(def_zone, target_mob, miss_modifier, ranged_attack=(distance > 1))
if(!hit_zone)
var/hit_zone = get_zone_with_miss_chance(def_zone, target_mob, miss_modifier, ranged_attack=(distance > 1 || original != target_mob)) //if the projectile hits a target we weren't originally aiming at then retain the chance to miss
var/result = PROJECTILE_FORCE_MISS
if(hit_zone)
def_zone = hit_zone //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
result = target_mob.bullet_act(src, def_zone)
if(result == PROJECTILE_FORCE_MISS)
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>"
@@ -193,7 +196,7 @@
msg_admin_attack("UNKNOWN shot [target_mob] ([target_mob.ckey]) with \a [src] (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[target_mob.x];Y=[target_mob.y];Z=[target_mob.z]'>JMP</a>)")
//sometimes bullet_act() will want the projectile to continue flying
if (target_mob.bullet_act(src, def_zone) == -1)
if (result == PROJECTILE_CONTINUE)
return 0
return 1
@@ -227,7 +230,7 @@
else
passthrough = 1 //so ghosts don't stop bullets
else
passthrough = (A.bullet_act(src, def_zone) == -1) //backwards compatibility
passthrough = (A.bullet_act(src, def_zone) == PROJECTILE_CONTINUE) //backwards compatibility
if(isturf(A))
for(var/obj/O in A)
O.bullet_act(src)
@@ -272,9 +275,6 @@
/obj/item/projectile/process()
var/first_step = 1
//plot the initial trajectory
setup_trajectory()
spawn while(src && src.loc)
if(kill_count-- < 1)
on_impact(src.loc) //for any final impact behaviours
@@ -311,13 +311,16 @@
if(!hitscan)
sleep(step_delay) //add delay between movement iterations if it's not a hitscan weapon
/obj/item/projectile/proc/process_step(first_step = 0)
return
/obj/item/projectile/proc/before_move()
return
/obj/item/projectile/proc/setup_trajectory()
/obj/item/projectile/proc/setup_trajectory(turf/startloc, turf/targloc, var/x_offset = 0, var/y_offset = 0)
// setup projectile state
starting = startloc
current = startloc
yo = targloc.y - startloc.y + y_offset
xo = targloc.x - startloc.x + x_offset
// trajectory dispersion
var/offset = 0
if(dispersion)
@@ -376,7 +379,6 @@
invisibility = 101 //Nope! Can't see me!
yo = null
xo = null
var/target = null
var/result = 0 //To pass the message back to the gun.
/obj/item/projectile/test/Bump(atom/A as mob|obj|turf|area)
@@ -391,25 +393,24 @@
result = 1
return
/obj/item/projectile/test/process()
/obj/item/projectile/test/launch(atom/target)
var/turf/curloc = get_turf(src)
var/turf/targloc = get_turf(target)
if(!curloc || !targloc)
return 0
yo = targloc.y - curloc.y
xo = targloc.x - curloc.x
target = targloc
original = target
starting = curloc
//plot the initial trajectory
setup_trajectory()
setup_trajectory(curloc, targloc)
return process(targloc)
/obj/item/projectile/test/process(var/turf/targloc)
while(src) //Loop on through!
if(result)
return (result - 1)
if((!( target ) || loc == target))
target = locate(min(max(x + xo, 1), world.maxx), min(max(y + yo, 1), world.maxy), z) //Finding the target turf at map edge
if((!( targloc ) || loc == targloc))
targloc = locate(min(max(x + xo, 1), world.maxx), min(max(y + yo, 1), world.maxy), z) //Finding the target turf at map edge
trajectory.increment() // increment the current location
location = trajectory.return_location(location) // update the locally stored location data
@@ -420,18 +421,22 @@
if(istype(M)) //If there is someting living...
return 1 //Return 1
else
M = locate() in get_step(src,target)
M = locate() in get_step(src,targloc)
if(istype(M))
return 1
/proc/check_trajectory(atom/target as mob|obj, atom/firer as mob|obj, var/pass_flags=PASSTABLE|PASSGLASS|PASSGRILLE, flags=null) //Checks if you can hit them or not.
//Helper proc to check if you can hit them or not.
/proc/check_trajectory(atom/target as mob|obj, atom/firer as mob|obj, var/pass_flags=PASSTABLE|PASSGLASS|PASSGRILLE, flags=null)
if(!istype(target) || !istype(firer))
return 0
var/obj/item/projectile/test/trace = new /obj/item/projectile/test(get_turf(firer)) //Making the test....
trace.target = target
//Set the flags and pass flags to that of the real projectile...
if(!isnull(flags))
trace.flags = flags //Set the flags...
trace.pass_flags = pass_flags //And the pass flags to that of the real projectile...
var/output = trace.process() //Test it!
trace.flags = flags
trace.pass_flags = pass_flags
var/output = trace.launch(target) //Test it!
qdel(trace) //No need for it anymore
return output //Send it back to the gun!