mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2026-02-05 14:09:25 +00:00
Refactored the projectile code, mostly in line with TG's now. Refactored various procs that are used or depends on it. Projectiles can now ricochet if enabled to. Damage falloffs with distance. Homing projectiles can now have accuracy falloff with distance. Projectiles have a maximum range. Muzzle flash is configurable per projectile. Impact effect of the projectile is configurable per projectile. Accuracy decreases with distance. Projectiles work with signals and emits them, for easy hooking up from other parts of the code. Meatshielding is now less effective . Impact sound is now configurable per projectile. High risk.
126 lines
3.7 KiB
Plaintext
126 lines
3.7 KiB
Plaintext
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//---------- actual energy field
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/obj/effect/energy_field
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name = "energy shield"
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desc = "A strong field of energy, capable of blocking anything as long as it's active."
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icon = 'icons/obj/machinery/shielding.dmi'
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icon_state = "shield_normal"
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alpha = 0
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mouse_opacity = MOUSE_OPACITY_TRANSPARENT
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anchored = 1
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layer = ABOVE_HUMAN_LAYER
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density = 0
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var/strength = 0
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var/ticks_recovering = 10
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var/diffused_for = 0
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var/diffused = FALSE
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var/is_strong = FALSE // if strength goes is 1 or above, this is set to TRUE, this is to prevent flickering and animate being called constantly
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atmos_canpass = CANPASS_ALWAYS
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/obj/effect/energy_field/Initialize()
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. = ..()
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update_nearby_tiles()
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/obj/effect/energy_field/Destroy()
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update_nearby_tiles()
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return ..()
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/obj/effect/energy_field/proc/diffuse(var/duration)
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diffused_for = max(duration, 0)
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/obj/effect/energy_field/attackby(obj/item/attacking_item, mob/user)
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user.do_attack_animation(src, attacking_item)
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if(attacking_item.force < 10)
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user.visible_message(SPAN_WARNING("[user] harmlessly attacks \the [src] with \the [attacking_item]."),
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SPAN_WARNING("You attack \the [src] with \the [attacking_item], but it bounces off without doing any damage."))
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else
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user.visible_message(SPAN_WARNING("[user] attacks \the [src] with \the [attacking_item]."),
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SPAN_WARNING("You attack \the [src] with \the [attacking_item]."))
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Stress(attacking_item.force / 10)
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/obj/effect/energy_field/attack_hand(mob/living/carbon/human/H)
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if(istype(H))
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if(H.species.can_shred(H))
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H.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
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H.do_attack_animation(src, FIST_ATTACK_ANIMATION)
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H.visible_message(SPAN_WARNING("[H] shreds \the [src]!"), SPAN_WARNING("You shred \the [src]!"))
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Stress(1)
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return
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to_chat(H, SPAN_WARNING("You touch \the [src], and it repulses your hand."))
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/obj/effect/energy_field/ex_act(var/severity)
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Stress(0.5 + severity)
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/obj/effect/energy_field/bullet_act(obj/projectile/hitting_projectile, def_zone, piercing_hit)
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. = ..()
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if(. != BULLET_ACT_HIT)
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return .
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Stress(hitting_projectile.get_structure_damage() / 10)
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/obj/effect/energy_field/proc/Stress(var/severity)
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strength -= severity
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//if we take too much damage, drop out - the generator will bring us back up if we have enough power
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ticks_recovering = min(ticks_recovering + 2, 10)
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if(strength < 1 && is_strong)
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density_check(FALSE)
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is_strong = FALSE
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ticks_recovering = 10
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strength = 0
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else if(strength >= 1 && !is_strong)
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density_check(TRUE)
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is_strong = TRUE
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//
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/obj/effect/energy_field/proc/density_check(var/turn_on)
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if(turn_on && !diffused)
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alpha = 0
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density = TRUE
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mouse_opacity = MOUSE_OPACITY_ICON
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animate(src, 2 SECONDS, alpha = 255)
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else if(!turn_on)
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alpha = 255
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density = FALSE
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mouse_opacity = MOUSE_OPACITY_TRANSPARENT
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animate(src, 2 SECONDS, alpha = 0)
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/obj/effect/energy_field/proc/diffuse_check()
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diffused_for = max(0, diffused_for - 1)
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if(diffused_for && !diffused)
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diffused = TRUE
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if(is_strong)
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density_check(FALSE)
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else if(!diffused_for && diffused)
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diffused = FALSE
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density_check(TRUE)
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/obj/effect/energy_field/proc/Strengthen(var/severity)
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strength += severity
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if (strength < 0)
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strength = 0
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//if we take too much damage, drop out - the generator will bring us back up if we have enough power
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var/old_density = density
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if(strength >= 1 && !is_strong)
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is_strong = TRUE
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density_check(TRUE)
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else if(strength < 1 && is_strong)
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is_strong = FALSE
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density_check(FALSE)
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if (density != old_density)
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update_nearby_tiles()
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diffuse_check()
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/obj/effect/energy_field/CanPass(atom/movable/mover, turf/target, height=1.5, air_group = 0)
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if(mover?.movement_type & PHASING)
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return TRUE
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return (!density || air_group)
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