Files
Aurora.3/code/game/objects/structures/displaycase.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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/obj/structure/displaycase
name = "display case"
desc = "A display case for prized possessions. It taunts you to kick it."
icon = 'icons/obj/display_case.dmi'
icon_state = "glassbox"
density = TRUE
anchored = TRUE
unacidable = TRUE
req_access = list(ACCESS_CAPTAIN)
var/health = 30
var/obj/held_obj
var/open = FALSE
var/destroyed = FALSE
var/spawn_contained_type
/obj/structure/displaycase/Initialize(mapload)
. = ..()
if(spawn_contained_type)
var/obj/O = new spawn_contained_type(src)
held_obj = O
update_icon()
/obj/structure/displaycase/ex_act(severity)
switch(severity)
if (1)
do_destroy()
if (2)
if(prob(50))
health -= 15
health_check()
if (3)
if(prob(50))
health -= 5
health_check()
/obj/structure/displaycase/bullet_act(obj/projectile/hitting_projectile, def_zone, piercing_hit)
. = ..()
if(. != BULLET_ACT_HIT)
return .
health -= hitting_projectile.get_structure_damage()
health_check()
/obj/structure/displaycase/proc/health_check()
if(health <= 0)
do_destroy()
else
playsound(loc, 'sound/effects/glass_hit.ogg', 75, 1)
/obj/structure/displaycase/proc/do_destroy()
if(!destroyed)
density = FALSE
destroyed = TRUE
new /obj/item/material/shard(loc)
playsound(src, /singleton/sound_category/glass_break_sound, 70, 1)
update_icon()
/obj/structure/displaycase/update_icon()
underlays = list()
if(destroyed)
icon_state = "glassbox-broken"
else if(open)
icon_state = "glassbox-open"
else
icon_state = "glassbox"
if(held_obj)
var/image/I = image(held_obj.icon, src, held_obj.icon_state)
underlays += I
/obj/structure/displaycase/attackby(obj/item/attacking_item, mob/user)
user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
if(istype(attacking_item, /obj/item/card/id))
if(destroyed)
to_chat(user, SPAN_WARNING("\The [src] has been destroyed and cannot be unlocked."))
return
var/obj/item/card/id/ID = attacking_item
if(check_access(ID))
user.visible_message("<b>[user]</b> presses their ID against \the [src], [open ? "closing" : "opening"] it.", SPAN_NOTICE("You press your ID against \the [src], [open ? "closing" : "opening"] it."))
open = !open
update_icon()
else
to_chat(user, SPAN_WARNING("Access denied."))
else if(!held_obj && (destroyed || open))
to_chat(user, SPAN_NOTICE("You set \the [attacking_item] down on \the [src]."))
user.drop_from_inventory(attacking_item, src)
held_obj = attacking_item
update_icon()
else
if(destroyed)
to_chat(user, SPAN_WARNING("\The [src] has already been destroyed."))
return
health -= attacking_item.force
health_check()
return ..()
/obj/structure/displaycase/attack_hand(mob/user)
user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
if(destroyed || open)
if(!held_obj)
to_chat(user, SPAN_WARNING("There is nothing held inside \the [src]!"))
else
user.put_in_hands(held_obj)
to_chat(user, SPAN_NOTICE("You take \the [held_obj] out of \the [src]."))
held_obj = null
update_icon()
else
if(user.a_intent != I_HURT)
if(held_obj)
to_chat(user, SPAN_NOTICE("You peer inside \the [src], noticing it has \a [held_obj] inside."))
else
to_chat(user, SPAN_NOTICE("You peer inside \the [src], noticing it has nothing inside."))
else
user.visible_message("<b>[user]</b> kicks \the [src].", SPAN_WARNING("You kick \the [src]."))
health -= 2
health_check()
/obj/structure/displaycase/captain_laser
spawn_contained_type = /obj/item/gun/energy/captain
/obj/structure/displaycase/captain_revolver
spawn_contained_type = /obj/item/gun/projectile/revolver/mateba/captain
/obj/structure/displaycase/adhomai_map
spawn_contained_type = /obj/item/toy/adhomian_map