mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2026-08-27 23:14:18 +01:00
Hitby refactor (#19624)
Refactored hitby to be in line with TG's version. Refactored item weight defines to a more clear naming scheme, also in line with TG's version. Refactored how the movement bumps are handled, ported signals to handle them, in preparation for the movement update. Fixed disposal hit bouncing the hitting atom on the wall. Items do not push other items anymore if they are tiny.
This commit is contained in:
@@ -110,13 +110,20 @@
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. = ..()
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icon_state = "stalks[rand(1, 5)]"
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/obj/structure/flora/bush/konyang_reeds/Crossed(atom/movable/AM, atom/oldloc)
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if(istype(AM, /mob/living))
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var/mob/living/L = AM
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var/static/list/loc_connections = list(
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COMSIG_ATOM_ENTERED = PROC_REF(on_entered),
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)
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AddElement(/datum/element/connect_loc, loc_connections)
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/obj/structure/flora/bush/konyang_reeds/proc/on_entered(datum/source, atom/movable/arrived, atom/old_loc, list/atom/old_locs)
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SIGNAL_HANDLER
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if(istype(arrived, /mob/living))
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var/mob/living/L = arrived
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to_chat(L, SPAN_NOTICE("You brush through \the [src] really quite loudly."))
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playsound(loc, 'sound/effects/plantshake.ogg', 60, TRUE)
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shake_animation()
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..()
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/obj/structure/flora/bush/konyang_reeds/water
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icon_state = "water_stalks"
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@@ -37,7 +37,7 @@
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playsound(loc, 'sound/effects/plantshake.ogg', 50, 1)
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if(do_after(user, 20, src))
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if(!stored_item)
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if(attacking_item.w_class <= ITEMSIZE_NORMAL)
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if(attacking_item.w_class <= WEIGHT_CLASS_NORMAL)
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user.drop_from_inventory(attacking_item, src)
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stored_item = attacking_item
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to_chat(user,SPAN_NOTICE("You hide \the [attacking_item] in [src]."))
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@@ -8,6 +8,15 @@
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anchored = TRUE
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var/open = 1
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/obj/structure/pit/Initialize()
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. = ..()
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var/static/list/loc_connections = list(
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COMSIG_ATOM_ENTERED = PROC_REF(on_entered),
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)
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AddElement(/datum/element/connect_loc, loc_connections)
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/obj/structure/pit/attackby(obj/item/attacking_item, mob/user)
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if(istype(attacking_item, /obj/item/shovel))
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visible_message(SPAN_NOTICE("\The [user] starts [open ? "filling" : "digging open"] \the [src]"))
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@@ -93,10 +102,11 @@
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playsound(src.loc, 'sound/effects/squelch1.ogg', 100, 1)
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open()
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/obj/structure/pit/Crossed(AM as mob|obj)
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for(var/obj/item/landmine/I in contents)
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I.Crossed(AM, TRUE)
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..()
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/obj/structure/pit/proc/on_entered(datum/source, atom/movable/arrived, atom/old_loc, list/atom/old_locs)
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SIGNAL_HANDLER
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// for(var/obj/item/landmine/I in contents)
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// I.on_enter(arrived, TRUE)
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/obj/structure/pit/closed
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name = "mound"
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@@ -110,14 +110,26 @@
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if(requires_contact)
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set_invisibility(INVISIBILITY_OVERMAP)// Effects that require identification have their images cast to the client via sensors.
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/obj/effect/overmap/Crossed(var/obj/effect/overmap/visitable/other)
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if(istype(other))
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var/static/list/loc_connections = list(
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COMSIG_ATOM_ENTERED = PROC_REF(on_entered),
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COMSIG_ATOM_EXITED = PROC_REF(on_exit),
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)
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AddElement(/datum/element/connect_loc, loc_connections)
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/obj/effect/overmap/proc/on_entered(datum/source, atom/movable/arrived, atom/old_loc, list/atom/old_locs)
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SIGNAL_HANDLER
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if(istype(arrived, /obj/effect/overmap/visitable))
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for(var/obj/effect/overmap/visitable/O in loc)
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SSskybox.rebuild_skyboxes(O.map_z)
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/obj/effect/overmap/Uncrossed(var/obj/effect/overmap/visitable/other)
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if(istype(other))
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SSskybox.rebuild_skyboxes(other.map_z)
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/obj/effect/overmap/proc/on_exit(atom/movable/gone, direction)
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SIGNAL_HANDLER
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if(istype(gone, /obj/effect/overmap/visitable))
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var/obj/effect/overmap/visitable/V = gone
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SSskybox.rebuild_skyboxes(V.map_z)
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for(var/obj/effect/overmap/visitable/O in loc)
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SSskybox.rebuild_skyboxes(O.map_z)
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@@ -3,7 +3,7 @@
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desc = "A shell of some sort."
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icon = 'icons/obj/projectiles.dmi'
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icon_state = "nuke"
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w_class = ITEMSIZE_HUGE
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w_class = WEIGHT_CLASS_HUGE
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slowdown = 2
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drop_sound = 'sound/items/drop/shell_drop.ogg'
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var/projectile_type_override //Override projectile type fired by the gun. This is because certain guns don't use ammo (the Leviathan) but with some we want the ammo to matter.
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@@ -291,13 +291,13 @@
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if(connected)
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connected.attackby(attacking_item, user)
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/obj/structure/ship_weapon_dummy/hitby(atom/movable/AM, var/speed = THROWFORCE_SPEED_DIVISOR)
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/obj/structure/ship_weapon_dummy/hitby(atom/movable/hitting_atom, skipcatch, hitpush, blocked, datum/thrownthing/throwingdatum)
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if(connected)
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connected.hitby(AM)
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if(ismob(AM))
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if(isliving(AM))
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var/mob/living/M = AM
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M.turf_collision(src, speed)
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connected.hitby(arglist(args))
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if(ismob(hitting_atom))
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if(isliving(hitting_atom))
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var/mob/living/M = hitting_atom
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M.turf_collision(src, throwingdatum.speed)
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return
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/obj/structure/ship_weapon_dummy/bullet_act(obj/projectile/P, def_zone)
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@@ -21,7 +21,7 @@
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desc = "A rough, handmade shell that should fit in a bruiser cannon. This one is filled with shot that causes wide damage, but must get through the hull first."
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icon = 'icons/obj/guns/ship/ship_ammo_midshell.dmi'
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icon_state = "shell_canister"
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w_class = ITEMSIZE_LARGE
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w_class = WEIGHT_CLASS_BULKY
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impact_type = SHIP_AMMO_IMPACT_FMJ
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ammunition_flags = SHIP_AMMO_FLAG_VERY_HEAVY
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mob_carry_size = 10 //unathi, dionae and all vaurca can lift these bad boys up.
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@@ -91,7 +91,7 @@
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desc = "This is a medium power primer for Longbow warheads."
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icon = 'icons/obj/guns/ship/ship_ammo_longarm.dmi'
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icon_state = "primer_med_obj"
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w_class = ITEMSIZE_HUGE
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w_class = WEIGHT_CLASS_HUGE
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var/primer_state = "primer_med" //This is the overlay state when it gets applied to the projectile.
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var/speed = 30 //Somewhat of a misleading name. This is the lag in world ticks between each walk() called by the overmap projectile. Lower is better.
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@@ -114,7 +114,7 @@
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desc = "This is a generic warhead. Not for use."
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icon = 'icons/obj/guns/ship/ship_ammo_longarm.dmi'
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icon_state = "generic_warhead_obj"
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w_class = ITEMSIZE_HUGE
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w_class = WEIGHT_CLASS_HUGE
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var/warhead_state = "generic_warhead" //This is the overlay state when it gets applied to the projectile.
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var/caliber
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var/warhead_type
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