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Aurora.3/code/modules/shieldgen/energy_field.dm
Fluffy c24b4c7097 Projectile refactoring madness (#19878)
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.
2024-09-23 10:12:57 +00:00

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//---------- actual energy field
/obj/effect/energy_field
name = "energy shield"
desc = "A strong field of energy, capable of blocking anything as long as it's active."
icon = 'icons/obj/machinery/shielding.dmi'
icon_state = "shield_normal"
alpha = 0
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
anchored = 1
layer = ABOVE_HUMAN_LAYER
density = 0
var/strength = 0
var/ticks_recovering = 10
var/diffused_for = 0
var/diffused = FALSE
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
atmos_canpass = CANPASS_ALWAYS
/obj/effect/energy_field/Initialize()
. = ..()
update_nearby_tiles()
/obj/effect/energy_field/Destroy()
update_nearby_tiles()
return ..()
/obj/effect/energy_field/proc/diffuse(var/duration)
diffused_for = max(duration, 0)
/obj/effect/energy_field/attackby(obj/item/attacking_item, mob/user)
user.do_attack_animation(src, attacking_item)
if(attacking_item.force < 10)
user.visible_message(SPAN_WARNING("[user] harmlessly attacks \the [src] with \the [attacking_item]."),
SPAN_WARNING("You attack \the [src] with \the [attacking_item], but it bounces off without doing any damage."))
else
user.visible_message(SPAN_WARNING("[user] attacks \the [src] with \the [attacking_item]."),
SPAN_WARNING("You attack \the [src] with \the [attacking_item]."))
Stress(attacking_item.force / 10)
/obj/effect/energy_field/attack_hand(mob/living/carbon/human/H)
if(istype(H))
if(H.species.can_shred(H))
H.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
H.do_attack_animation(src, FIST_ATTACK_ANIMATION)
H.visible_message(SPAN_WARNING("[H] shreds \the [src]!"), SPAN_WARNING("You shred \the [src]!"))
Stress(1)
return
to_chat(H, SPAN_WARNING("You touch \the [src], and it repulses your hand."))
/obj/effect/energy_field/ex_act(var/severity)
Stress(0.5 + severity)
/obj/effect/energy_field/bullet_act(obj/projectile/hitting_projectile, def_zone, piercing_hit)
. = ..()
if(. != BULLET_ACT_HIT)
return .
Stress(hitting_projectile.get_structure_damage() / 10)
/obj/effect/energy_field/proc/Stress(var/severity)
strength -= severity
//if we take too much damage, drop out - the generator will bring us back up if we have enough power
ticks_recovering = min(ticks_recovering + 2, 10)
if(strength < 1 && is_strong)
density_check(FALSE)
is_strong = FALSE
ticks_recovering = 10
strength = 0
else if(strength >= 1 && !is_strong)
density_check(TRUE)
is_strong = TRUE
//
/obj/effect/energy_field/proc/density_check(var/turn_on)
if(turn_on && !diffused)
alpha = 0
density = TRUE
mouse_opacity = MOUSE_OPACITY_ICON
animate(src, 2 SECONDS, alpha = 255)
else if(!turn_on)
alpha = 255
density = FALSE
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
animate(src, 2 SECONDS, alpha = 0)
/obj/effect/energy_field/proc/diffuse_check()
diffused_for = max(0, diffused_for - 1)
if(diffused_for && !diffused)
diffused = TRUE
if(is_strong)
density_check(FALSE)
else if(!diffused_for && diffused)
diffused = FALSE
density_check(TRUE)
/obj/effect/energy_field/proc/Strengthen(var/severity)
strength += severity
if (strength < 0)
strength = 0
//if we take too much damage, drop out - the generator will bring us back up if we have enough power
var/old_density = density
if(strength >= 1 && !is_strong)
is_strong = TRUE
density_check(TRUE)
else if(strength < 1 && is_strong)
is_strong = FALSE
density_check(FALSE)
if (density != old_density)
update_nearby_tiles()
diffuse_check()
/obj/effect/energy_field/CanPass(atom/movable/mover, turf/target, height=1.5, air_group = 0)
if(mover?.movement_type & PHASING)
return TRUE
return (!density || air_group)