mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2026-01-15 03:42:38 +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.
243 lines
6.7 KiB
Plaintext
243 lines
6.7 KiB
Plaintext
/obj/structure
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icon = 'icons/obj/structures.dmi'
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w_class = WEIGHT_CLASS_GIGANTIC
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layer = STRUCTURE_LAYER
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blocks_emissive = EMISSIVE_BLOCK_GENERIC
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var/material_alteration = MATERIAL_ALTERATION_ALL // Overrides for material shit. Set them manually if you don't want colors etc. See wood chairs/office chairs.
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var/climbable
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var/breakable
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var/parts
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var/list/climbers
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var/list/footstep_sound //footstep sounds when stepped on
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var/material/material
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var/build_amt = 2 // used by some structures to determine into how many pieces they should disassemble into or be made with
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var/slowdown = 0 //amount that pulling mobs have their movement delayed by
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/obj/structure/Initialize(mapload)
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. = ..()
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if(!isnull(material) && !istype(material))
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material = SSmaterials.get_material_by_name(material)
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if (!mapload)
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updateVisibility(src) // No point checking this before visualnet initializes.
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if(climbable)
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verbs += /obj/structure/proc/climb_on
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if (smoothing_flags)
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SSicon_smooth.add_to_queue(src)
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SSicon_smooth.add_to_queue_neighbors(src)
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/obj/structure/Destroy()
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if(parts)
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new parts(loc)
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if (smoothing_flags)
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SSicon_smooth.remove_from_queues(src)
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SSicon_smooth.add_to_queue_neighbors(src)
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climbers = null
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return ..()
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/obj/structure/attack_hand(mob/living/user)
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if(breakable)
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if((user.mutations & HULK) && !(user.isSynthetic()) && !(isvaurca(user)))
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user.say(pick(";RAAAAAAAARGH!", ";HNNNNNNNNNGGGGGGH!", ";GWAAAAAAAARRRHHH!", "NNNNNNNNGGGGGGGGHH!", ";AAAAAAARRRGH!" ))
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attack_generic(user,1,"smashes")
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else if(istype(user,/mob/living/carbon/human))
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var/mob/living/carbon/human/H = user
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if(H.species.can_shred(user))
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attack_generic(user,1,"slices")
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if(LAZYLEN(climbers) && !(user in climbers))
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user.visible_message(SPAN_WARNING("[user] shakes \the [src]."), \
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SPAN_NOTICE("You shake \the [src]."))
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structure_shaken()
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return ..()
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/obj/structure/ex_act(severity)
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switch(severity)
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if(1.0)
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qdel(src)
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return
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if(2.0)
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if(prob(50))
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qdel(src)
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return
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if(3.0)
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return
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/obj/structure/proc/dismantle()
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var/material/dismantle_material
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if(!get_material())
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dismantle_material = SSmaterials.get_material_by_name(DEFAULT_WALL_MATERIAL) //if there is no defined material, it will use steel
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else
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dismantle_material = get_material()
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for(var/i = 1 to build_amt)
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dismantle_material.place_sheet(loc)
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qdel(src)
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/obj/structure/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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bullet_ping(hitting_projectile)
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/obj/structure/proc/climb_on()
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set name = "Climb structure"
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set desc = "Climbs onto a structure."
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set category = "Object"
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set src in oview(1)
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if(can_climb(usr))
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do_climb(usr)
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/obj/structure/handle_middle_mouse_click(mob/user)
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if(can_climb(user))
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do_climb(usr)
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return TRUE
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return FALSE
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/obj/structure/MouseDrop_T(mob/target, mob/user)
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var/mob/living/H = user
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if(istype(H) && can_climb(H) && target == user)
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do_climb(target)
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else
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return ..()
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/obj/structure/proc/can_climb(var/mob/living/user, post_climb_check=0)
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if (!climbable)
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to_chat(user, SPAN_WARNING("\The [src] cannot be climbed!"))
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return FALSE
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if (!can_touch(user) || (!post_climb_check && (user in climbers)))
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return FALSE
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if (!user.Adjacent(src))
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to_chat(user, SPAN_WARNING("You must be next to \the [src] to climb it."))
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return FALSE
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var/obj/occupied = turf_is_crowded()
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if(occupied)
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to_chat(user, SPAN_WARNING("There's \a [occupied] in the way."))
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return FALSE
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return TRUE
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/obj/structure/proc/turf_is_crowded(var/exclude_self = FALSE)
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var/turf/T = get_turf(src)
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if(!T || !istype(T))
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return 0
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for(var/obj/O in T.contents)
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if(istype(O,/obj/structure))
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var/obj/structure/S = O
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if(S.climbable)
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continue
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if(O && O.density && !(O.atom_flags & ATOM_FLAG_CHECKS_BORDER)) //ATOM_FLAG_CHECKS_BORDER structures are handled by the Adjacent() check.
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if(exclude_self && O == src)
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continue
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return O
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return 0
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/obj/structure/proc/do_climb(var/mob/living/user)
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if (!can_climb(user))
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return
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user.visible_message(SPAN_WARNING("[user] starts [atom_flags & ATOM_FLAG_CHECKS_BORDER ? "leaping over" : "climbing onto"] \the [src]!"))
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LAZYADD(climbers, user)
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if(!do_after(user, 5 SECONDS, src, DO_DEFAULT | DO_USER_UNIQUE_ACT))
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LAZYREMOVE(climbers, user)
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return
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if (!can_climb(user, post_climb_check=1))
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LAZYREMOVE(climbers, user)
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return
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var/turf/TT = get_turf(src)
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if(atom_flags & ATOM_FLAG_CHECKS_BORDER)
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TT = get_step(get_turf(src), dir)
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if(user.loc == TT)
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TT = get_turf(src)
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user.visible_message(SPAN_WARNING("[user] [atom_flags & ATOM_FLAG_CHECKS_BORDER ? "leaps over" : "climbs onto"] \the [src]!"))
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user.forceMove(TT)
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LAZYREMOVE(climbers, user)
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/obj/structure/proc/structure_shaken()
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for(var/mob/living/M in climbers)
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M.Weaken(1)
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to_chat(M, SPAN_DANGER("You topple as you are shaken off \the [src]!"))
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LAZYREMOVE(climbers, M)
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for(var/mob/living/M in get_turf(src))
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if(M.lying) return //No spamming this on people.
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M.Weaken(3)
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to_chat(M, SPAN_DANGER("You topple as \the [src] moves under you!"))
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if(prob(25))
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var/damage = rand(15,30)
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var/mob/living/carbon/human/H = M
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if(!istype(H))
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to_chat(H, SPAN_DANGER("You land heavily!"))
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M.adjustBruteLoss(damage)
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return
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var/obj/item/organ/external/affecting
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switch(pick(list("ankle","wrist",BP_HEAD,"knee","elbow")))
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if("ankle")
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affecting = H.get_organ(pick(BP_L_FOOT, BP_R_FOOT))
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if("knee")
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affecting = H.get_organ(pick(BP_L_LEG, BP_R_LEG))
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if("wrist")
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affecting = H.get_organ(pick(BP_L_HAND, BP_R_HAND))
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if("elbow")
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affecting = H.get_organ(pick(BP_L_ARM, BP_R_ARM))
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if(BP_HEAD)
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affecting = H.get_organ(BP_HEAD)
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if(affecting)
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to_chat(M, SPAN_DANGER("You land heavily on your [affecting.name]!"))
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affecting.take_damage(damage, 0)
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if(affecting.parent)
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affecting.parent.add_autopsy_data("Misadventure", damage)
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else
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to_chat(H, SPAN_DANGER("You land heavily!"))
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H.adjustBruteLoss(damage)
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H.UpdateDamageIcon()
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H.updatehealth()
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return
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/obj/structure/proc/can_touch(var/mob/user)
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if (!user)
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return 0
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if(!Adjacent(user))
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return 0
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if (user.restrained() || user.buckled_to)
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to_chat(user, SPAN_NOTICE("You need your hands and legs free for this."))
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return 0
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if (user.stat || user.paralysis || user.sleeping || user.lying || user.weakened)
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return 0
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if (issilicon(user))
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to_chat(user, SPAN_NOTICE("You need hands for this."))
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return 0
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return 1
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/obj/structure/attack_generic(var/mob/user, var/damage, var/attack_verb, var/wallbreaker)
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if(!breakable || !damage || !wallbreaker)
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return 0
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visible_message(SPAN_DANGER("[user] [attack_verb] the [src] apart!"))
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user.do_attack_animation(src)
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qdel(src)
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return 1
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/obj/structure/get_material()
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return material
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