mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2026-01-09 17:02:00 +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
3.6 KiB
Plaintext
126 lines
3.6 KiB
Plaintext
/obj/structure/displaycase
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name = "display case"
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desc = "A display case for prized possessions. It taunts you to kick it."
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icon = 'icons/obj/display_case.dmi'
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icon_state = "glassbox"
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density = TRUE
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anchored = TRUE
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unacidable = TRUE
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req_access = list(ACCESS_CAPTAIN)
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var/health = 30
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var/obj/held_obj
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var/open = FALSE
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var/destroyed = FALSE
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var/spawn_contained_type
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/obj/structure/displaycase/Initialize(mapload)
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. = ..()
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if(spawn_contained_type)
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var/obj/O = new spawn_contained_type(src)
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held_obj = O
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update_icon()
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/obj/structure/displaycase/ex_act(severity)
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switch(severity)
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if (1)
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do_destroy()
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if (2)
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if(prob(50))
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health -= 15
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health_check()
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if (3)
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if(prob(50))
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health -= 5
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health_check()
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/obj/structure/displaycase/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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health -= hitting_projectile.get_structure_damage()
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health_check()
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/obj/structure/displaycase/proc/health_check()
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if(health <= 0)
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do_destroy()
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else
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playsound(loc, 'sound/effects/glass_hit.ogg', 75, 1)
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/obj/structure/displaycase/proc/do_destroy()
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if(!destroyed)
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density = FALSE
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destroyed = TRUE
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new /obj/item/material/shard(loc)
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playsound(src, /singleton/sound_category/glass_break_sound, 70, 1)
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update_icon()
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/obj/structure/displaycase/update_icon()
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underlays = list()
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if(destroyed)
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icon_state = "glassbox-broken"
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else if(open)
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icon_state = "glassbox-open"
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else
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icon_state = "glassbox"
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if(held_obj)
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var/image/I = image(held_obj.icon, src, held_obj.icon_state)
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underlays += I
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/obj/structure/displaycase/attackby(obj/item/attacking_item, mob/user)
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user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
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if(istype(attacking_item, /obj/item/card/id))
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if(destroyed)
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to_chat(user, SPAN_WARNING("\The [src] has been destroyed and cannot be unlocked."))
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return
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var/obj/item/card/id/ID = attacking_item
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if(check_access(ID))
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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."))
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open = !open
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update_icon()
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else
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to_chat(user, SPAN_WARNING("Access denied."))
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else if(!held_obj && (destroyed || open))
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to_chat(user, SPAN_NOTICE("You set \the [attacking_item] down on \the [src]."))
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user.drop_from_inventory(attacking_item, src)
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held_obj = attacking_item
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update_icon()
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else
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if(destroyed)
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to_chat(user, SPAN_WARNING("\The [src] has already been destroyed."))
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return
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health -= attacking_item.force
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health_check()
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return ..()
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/obj/structure/displaycase/attack_hand(mob/user)
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user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
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if(destroyed || open)
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if(!held_obj)
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to_chat(user, SPAN_WARNING("There is nothing held inside \the [src]!"))
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else
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user.put_in_hands(held_obj)
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to_chat(user, SPAN_NOTICE("You take \the [held_obj] out of \the [src]."))
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held_obj = null
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update_icon()
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else
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if(user.a_intent != I_HURT)
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if(held_obj)
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to_chat(user, SPAN_NOTICE("You peer inside \the [src], noticing it has \a [held_obj] inside."))
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else
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to_chat(user, SPAN_NOTICE("You peer inside \the [src], noticing it has nothing inside."))
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else
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user.visible_message("<b>[user]</b> kicks \the [src].", SPAN_WARNING("You kick \the [src]."))
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health -= 2
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health_check()
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/obj/structure/displaycase/captain_laser
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spawn_contained_type = /obj/item/gun/energy/captain
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/obj/structure/displaycase/captain_revolver
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spawn_contained_type = /obj/item/gun/projectile/revolver/mateba/captain
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/obj/structure/displaycase/adhomai_map
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spawn_contained_type = /obj/item/toy/adhomian_map
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