Files
Aurora.3/code/modules/projectiles/projectile.dm
BurgerLUA 1620d81661 Extinguisher + Container Reworks (#4793)
Reworked how slipping on tiles work. If there is too much lube/water on one tile, it will spread to all adjacent tiles.

Fixed a potential bug where spilling copious amounts of water on a tile will turn it to ice.

Containers are much more saner now. They all share a standard system, unless specified.

You can drink from any open holdable container using help intent. You can splash the contents of the container on anything via harm intent.

Sinks are more saner, you can refill or empty them easier with various refill amounts.

Removed silly exclusive cyborg limb checking for hyposprays.

Added a new chemsprayer, the "Xenoblaster" which is a significantly weaker chem sprayer. Two can be found in xenobiology.

Large reagent containers (beer kegs, water tanks, fuel tanks) now share a system together. Both can leak their reagents via harm intent with a wrench, and bother can accept any sort of reagent, with exception to the fuel tank.

Large reagent container leaking happens over time as opposed to just leaking every time it moves.

New chemical, Monoammonium phosphate. Monoammonium phosphate is a fertilizer and also a potent fire extinguishing and preventing chemical. It can be made with 1 part ammonia, 1 part sulfuric acid, 1 part sodium, 1 part phosphorus.

All extinguishers now have monoammonium phosphate in them instead of water.

Extinguishers can hold any reagent, however they must be filled using an extinguisher refiller cartridge. These can be ordered or found in atmospherics.

Nerfed the extinguisher range so it only sprays in a 3x3 radius.

Mini-extinguishers spray in a 1x1 radius.

Adds Monoammonium phosphate containers across the station.

Most watertanks are replaced with Monoammonium phosphate containers.
2018-08-05 20:14:00 +03:00

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#define MUZZLE_EFFECT_PIXEL_INCREMENT 16 //How many pixels to move the muzzle flash up so your character doesn't look like they're shitting out lasers.
/obj/item/projectile
name = "projectile"
icon = 'icons/obj/projectiles.dmi'
icon_state = "bullet"
density = TRUE
unacidable = TRUE
anchored = TRUE //There's a reason this is here, Mport. God fucking damn it -Agouri. Find&Fix by Pete. The reason this is here is to stop the curving of emitter shots.
pass_flags = PASSTABLE
mouse_opacity = 0
animate_movement = 0 //Use SLIDE_STEPS in conjunction with legacy
var/projectile_type = /obj/item/projectile
var/def_zone = "" //Aiming at
var/mob/firer = null//Who shot it
var/silenced = FALSE //Attack message
var/shot_from = "" // name of the object which shot us
var/accuracy = 0
var/dispersion = 0.0
//used for shooting at blank range, you shouldn't be able to miss
var/can_miss = 0
var/taser_effect = 0 //If set then the projectile will apply it's agony damage using stun_effect_act() to mobs it hits, and other damage will be ignored
//Effects
var/damage = 10
var/damage_type = BRUTE //BRUTE, BURN, TOX, OXY, CLONE, HALLOSS are the only things that should be in here
var/nodamage = FALSE //Determines if the projectile will skip any damage inflictions
var/check_armour = "bullet" //Defines what armor to use when it hits things. Must be set to bullet, laser, energy,or bomb //Cael - bio and rad are also valid
var/stun = 0
var/weaken = 0
var/paralyze = 0
var/irradiate = 0
var/stutter = 0
var/eyeblur = 0
var/drowsy = 0
var/agony = 0
var/incinerate = 0
var/embed = 0 // whether or not the projectile can embed itself in the mob
var/shrapnel_type //type of shrapnel the projectile leaves in its target.
var/p_x = 16
var/p_y = 16 // the pixel location of the tile that the player clicked. Default is the center
//For Maim / Maiming.
var/maiming = 0 //Enables special limb dismemberment calculation; used primarily for ranged weapons that can maim, but do not do brute damage.
var/maim_rate = 0 //Factor that the recipiant will be maimed by the projectile (NOT OUT OF 100%.)
var/clean_cut = 0 //Is the delimbning painful and unclean? Probably. Can be a function or proc, if you're doing something odd.
var/maim_type = DROPLIMB_EDGE
/*Does the projectile simply lop/tear the limb off, or does it vaporize it?
Set maim_type to DROPLIMB_EDGE to chop off the limb
set maim_type to DROPLIMB_BURN to vaporize it.
set maim_type to DROPLIMB_BLUNT to gib (Explode/Hamburger) the limb.
*/
//Movement parameters
var/speed = 0.8 //Amount of deciseconds it takes for projectile to travel
var/pixel_speed = 33 //pixels per move - DO NOT FUCK WITH THIS UNLESS YOU ABSOLUTELY KNOW WHAT YOU ARE DOING OR UNEXPECTED THINGS /WILL/ HAPPEN!
var/Angle = 0
var/original_angle = 0 //Angle at firing
var/nondirectional_sprite = FALSE //Set TRUE to prevent projectiles from having their sprites rotated based on firing angle
var/yo = null
var/xo = null
var/atom/original // the target clicked (not necessarily where the projectile is headed). Should probably be renamed to 'target' or something.
var/turf/starting // the projectile's starting turf
var/list/permutated // we've passed through these atoms, don't try to hit them again
var/penetrating = 0 //If greater than zero, the projectile will pass through dense objects as specified by on_penetrate()
var/forcedodge = FALSE //to pass through everything
var/ignore_source_check = FALSE
//Fired processing vars
var/fired = FALSE //Have we been fired yet
var/paused = FALSE //for suspending the projectile midair
var/last_projectile_move = 0
var/last_process = 0
var/time_offset = 0
var/datum/point/vector/trajectory
var/trajectory_ignore_forcemove = FALSE //instructs forceMove to NOT reset our trajectory to the new location!
var/range = 50 //This will de-increment every step. When 0, it will deletze the projectile.
var/aoe = 0 //For KAs, really
//Hitscan
var/hitscan = FALSE //Whether this is hitscan. If it is, speed is basically ignored.
var/list/beam_segments //assoc list of datum/point or datum/point/vector, start = end. Used for hitscan effect generation.
var/datum/point/beam_index
var/turf/hitscan_last //last turf touched during hitscanning.
var/tracer_type
var/muzzle_type
var/impact_type
/obj/item/projectile/CanPass()
return TRUE
//TODO: make it so this is called more reliably, instead of sometimes by bullet_act() and sometimes not
/obj/item/projectile/proc/on_hit(var/atom/target, var/blocked = 0, var/def_zone = null)
if(blocked >= 100) //Full block
return FALSE
if(!isliving(target))
return FALSE
if(isanimal(target))
return FALSE
var/mob/living/L = target
var/splatter_color = "#A10808"
if (ishuman(target))
var/mob/living/carbon/human/H = target
var/obj/item/organ/external/organ = H.get_organ(def_zone)
var/armor = H.getarmor_organ(organ, check_armour)
if(agony)
agony = max(0, agony - armor)
if (H.species)
splatter_color = H.species.blood_color || "#A10808"
/*
Maim / Maiming check. Disembody a limb depending on several factors.
can_be_maimed and maim_bonus are defined on 'obj/item/organ/external'.
*/
if(organ.can_be_maimed && maiming)
if(prob((maim_rate * (organ.get_damage() * organ.maim_bonus) - (armor/2))))
organ.droplimb(clean_cut,maim_type)
if (damage_type == BRUTE)
var/splatter_dir = starting ? get_dir(starting, target.loc) : dir
new /obj/effect/temp_visual/dir_setting/bloodsplatter(target.loc, splatter_dir, splatter_color)
L.apply_effects(stun, weaken, paralyze, 0, stutter, eyeblur, drowsy, agony, incinerate, blocked)
L.apply_effect(irradiate, IRRADIATE, L.getarmor(null, "rad")) //radiation protection is handled separately from other armour types.
return 1
//called when the projectile stops flying because it collided with something
/obj/item/projectile/proc/on_impact(var/atom/A)
return
//Checks if the projectile is eligible for embedding. Not that it necessarily will.
/obj/item/projectile/proc/can_embed()
//embed must be enabled and damage type must be brute
if(!embed || damage_type != BRUTE)
return FALSE
return TRUE
/obj/item/projectile/proc/get_structure_damage()
if(damage_type == BRUTE || damage_type == BURN)
return damage
return FALSE
//return TRUE if the projectile should be allowed to pass through after all, FALSE if not.
/obj/item/projectile/proc/check_penetrate(atom/A)
return TRUE
/obj/item/projectile/proc/launch_projectile(atom/target, target_zone, mob/user, params, angle_override, forced_spread = 0)
original = target
def_zone = check_zone(target_zone)
firer = user
var/direct_target
if(get_turf(target) == get_turf(src))
direct_target = target
preparePixelProjectile(target, user? user : get_turf(src), params, forced_spread)
return fire(angle_override, direct_target)
//called to launch a projectile from a gun
/obj/item/projectile/proc/launch_from_gun(atom/target, target_zone, mob/user, params, angle_override, forced_spread, obj/item/weapon/gun/launcher)
shot_from = launcher.name
silenced = launcher.silenced
return launch_projectile(target, target_zone, user, params, angle_override, forced_spread)
//Called when the projectile intercepts a mob. Returns 1 if the projectile hit the mob, 0 if it missed and should keep flying.
/obj/item/projectile/proc/attack_mob(var/mob/living/target_mob, var/distance, var/miss_modifier=0)
if(!istype(target_mob))
return
//roll to-hit
miss_modifier = max(15*(distance-2) - round(15*accuracy) + miss_modifier, 0)
var/hit_zone = get_zone_with_miss_chance(def_zone, target_mob, miss_modifier, ranged_attack=(distance > 1 || original != target_mob)) //if the projectile hits a target we weren't originally aiming at then retain the chance to miss
var/result = PROJECTILE_FORCE_MISS
if(hit_zone)
def_zone = hit_zone //set def_zone, so if the projectile ends up hitting someone else later (to be implemented), it is more likely to hit the same part
result = target_mob.bullet_act(src, def_zone)
if(result == PROJECTILE_FORCE_MISS && (can_miss == 0)) //if you're shooting at point blank you can't miss.
if(!silenced)
target_mob.visible_message("<span class='notice'>\The [src] misses [target_mob] narrowly!</span>")
return FALSE
//hit messages
if(silenced)
target_mob << "<span class='danger'>You've been hit in the [parse_zone(def_zone)] by \the [src]!</span>"
else
target_mob.visible_message("<span class='danger'>\The [target_mob] is hit by \the [src] in the [parse_zone(def_zone)]!</span>")//X has fired Y is now given by the guns so you cant tell who shot you if you could not see the shooter
//admin logs
if(!no_attack_log)
if(istype(firer, /mob))
var/attacker_message = "shot with \a [src.type]"
var/victim_message = "shot with \a [src.type]"
var/admin_message = "shot (\a [src.type])"
admin_attack_log(firer, target_mob, attacker_message, victim_message, admin_message)
else
target_mob.attack_log += "\[[time_stamp()]\] <b>UNKNOWN SUBJECT (No longer exists)</b> shot <b>[target_mob]/[target_mob.ckey]</b> with <b>\a [src]</b>"
msg_admin_attack("UNKNOWN shot [target_mob] ([target_mob.ckey]) with \a [src] (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[target_mob.x];Y=[target_mob.y];Z=[target_mob.z]'>JMP</a>)",ckey=key_name(target_mob))
//sometimes bullet_act() will want the projectile to continue flying
if (result == PROJECTILE_CONTINUE)
return FALSE
return TRUE
/obj/item/projectile/Collide(atom/A)
. = ..()
if(A == src)
return FALSE //no.
if(A in permutated)
return FALSE
if(firer && !ignore_source_check)
if(A == firer || (A == firer.loc && istype(A, /obj/mecha))) //cannot shoot yourself or your mech
trajectory_ignore_forcemove = TRUE
forceMove(get_turf(A))
trajectory_ignore_forcemove = FALSE
return FALSE
var/distance = get_dist(get_turf(A), starting) // Get the distance between the turf shot from and the mob we hit and use that for the calculations.
var/passthrough = FALSE //if the projectile should continue flying
if(ismob(A))
var/mob/M = A
if(istype(A, /mob/living))
//if they have a neck grab on someone, that person gets hit instead
var/obj/item/weapon/grab/G = locate() in M
if(G && G.state >= GRAB_NECK)
visible_message("<span class='danger'>\The [M] uses [G.affecting] as a shield!</span>")
if(Collide(G.affecting))
return //If Collide() returns 0 (keep going) then we continue on to attack M.
passthrough = !attack_mob(M, distance)
else
passthrough = TRUE //so ghosts don't stop bullets
else
passthrough = (A.bullet_act(src, def_zone) == PROJECTILE_CONTINUE) //backwards compatibility
if(isturf(A))
for(var/obj/O in A)
O.bullet_act(src)
for(var/mob/living/M in A)
attack_mob(M, distance)
//penetrating projectiles can pass through things that otherwise would not let them
if(!passthrough && penetrating > 0)
if(check_penetrate(A))
passthrough = TRUE
penetrating--
//the bullet passes through a dense object!
if(passthrough || forcedodge)
//move ourselves onto A so we can continue on our way.
if(A)
trajectory_ignore_forcemove = TRUE
if(istype(A, /turf))
forceMove(A)
else
forceMove(get_turf(A))
trajectory_ignore_forcemove = FALSE
permutated.Add(A)
return FALSE
//stop flying
on_impact(A)
qdel(src)
return TRUE
/obj/item/projectile/ex_act(var/severity = 2.0)
return //explosions probably shouldn't delete projectiles
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/obj/item/projectile/proc/old_style_target(atom/target, atom/source)
if(!source)
source = get_turf(src)
setAngle(Get_Angle(source, target))
/obj/item/projectile/proc/fire(angle, atom/direct_target)
//If no angle needs to resolve it from xo/yo!
if(direct_target)
direct_target.bullet_act(src, def_zone)
on_impact(direct_target)
qdel(src)
return
if(isnum(angle))
setAngle(angle)
// trajectory dispersion
var/turf/starting = get_turf(src)
if(isnull(Angle)) //Try to resolve through offsets if there's no angle set.
if(isnull(xo) || isnull(yo))
crash_with("WARNING: Projectile [type] deleted due to being unable to resolve a target after angle was null!")
qdel(src)
return
var/turf/target = locate(Clamp(starting + xo, 1, world.maxx), Clamp(starting + yo, 1, world.maxy), starting.z)
setAngle(Get_Angle(src, target))
if(dispersion)
setAngle(Angle + rand(-dispersion, dispersion))
original_angle = Angle
if(!nondirectional_sprite)
var/matrix/M = new
M.Turn(Angle)
transform = M
forceMove(starting)
trajectory = new(starting.x, starting.y, starting.z, 0, 0, Angle, pixel_speed)
last_projectile_move = world.time
fired = TRUE
if(hitscan)
return process_hitscan()
else
if(!isprocessing)
START_PROCESSING(SSprojectiles, src)
pixel_move(1) //move it now!
/obj/item/projectile/proc/preparePixelProjectile(atom/target, atom/source, params, angle_offset = 0)
var/turf/curloc = get_turf(source)
var/turf/targloc = get_turf(target)
forceMove(get_turf(source))
starting = get_turf(source)
original = target
if(targloc || !params)
yo = targloc.y - curloc.y
xo = targloc.x - curloc.x
setAngle(Get_Angle(src, targloc))
var/list/calculated = list(null,null,null)
if(isliving(source) && params)
calculated = calculate_projectile_angle_and_pixel_offsets(source, params)
p_x = calculated[2]
p_y = calculated[3]
setAngle(calculated[1])
else if(targloc)
yo = targloc.y - curloc.y
xo = targloc.x - curloc.x
setAngle(Get_Angle(src, targloc))
else
crash_with("WARNING: Projectile [type] fired without either mouse parameters, or a target atom to aim at!")
qdel(src)
if(angle_offset)
setAngle(Angle + angle_offset)
/obj/item/projectile/proc/before_move()
return
/obj/item/projectile/proc/after_move()
return
/obj/item/projectile/Crossed(atom/movable/AM) //A mob moving on a tile with a projectile is hit by it.
..()
if(isliving(AM) && (AM.density || AM == original) && !(pass_flags & PASSMOB))
Collide(AM)
/obj/item/projectile/Initialize()
. = ..()
permutated = list()
/obj/item/projectile/proc/pixel_move(moves, trajectory_multiplier = 1, hitscanning = FALSE)
if(!loc || !trajectory)
if(!QDELETED(src))
if(loc)
on_impact(loc)
qdel(src)
return
last_projectile_move = world.time
if(!nondirectional_sprite && !hitscanning)
var/matrix/M = new
M.Turn(Angle)
transform = M
trajectory.increment(trajectory_multiplier)
var/turf/T = trajectory.return_turf()
if(T.z != loc.z)
before_move()
before_z_change(loc, T)
trajectory_ignore_forcemove = TRUE
forceMove(T)
trajectory_ignore_forcemove = FALSE
after_move()
if(!hitscanning)
pixel_x = trajectory.return_px()
pixel_y = trajectory.return_py()
else
before_move()
step_towards(src, T)
after_move()
if(!hitscanning)
pixel_x = trajectory.return_px() - trajectory.mpx * trajectory_multiplier
pixel_y = trajectory.return_py() - trajectory.mpy * trajectory_multiplier
if(!hitscanning)
animate(src, pixel_x = trajectory.return_px(), pixel_y = trajectory.return_py(), time = 1, flags = ANIMATION_END_NOW)
if(isturf(loc))
hitscan_last = loc
if(can_hit_target(original, permutated))
Collide(original, TRUE)
Range()
//Returns true if the target atom is on our current turf and above the right layer
/obj/item/projectile/proc/can_hit_target(atom/target, var/list/passthrough)
return (target && ((target.layer >= TURF_LAYER + 0.3) || ismob(target)) && (loc == get_turf(target)) && (!(target in passthrough)))
/proc/calculate_projectile_angle_and_pixel_offsets(mob/user, params)
var/list/mouse_control = params2list(params)
var/p_x = 0
var/p_y = 0
var/angle = 0
if(mouse_control["icon-x"])
p_x = text2num(mouse_control["icon-x"])
if(mouse_control["icon-y"])
p_y = text2num(mouse_control["icon-y"])
if(mouse_control["screen-loc"])
//Split screen-loc up into X+Pixel_X and Y+Pixel_Y
var/list/screen_loc_params = splittext(mouse_control["screen-loc"], ",")
//Split X+Pixel_X up into list(X, Pixel_X)
var/list/screen_loc_X = splittext(screen_loc_params[1],":")
//Split Y+Pixel_Y up into list(Y, Pixel_Y)
var/list/screen_loc_Y = splittext(screen_loc_params[2],":")
var/x = text2num(screen_loc_X[1]) * 32 + text2num(screen_loc_X[2]) - 32
var/y = text2num(screen_loc_Y[1]) * 32 + text2num(screen_loc_Y[2]) - 32
//Calculate the "resolution" of screen based on client's view and world's icon size. This will work if the user can view more tiles than average.
var/list/screenview = getviewsize(user.client.view)
var/screenviewX = screenview[1] * world.icon_size
var/screenviewY = screenview[2] * world.icon_size
var/ox = round(screenviewX/2) - user.client.pixel_x //"origin" x
var/oy = round(screenviewY/2) - user.client.pixel_y //"origin" y
angle = Atan2(y - oy, x - ox)
return list(angle, p_x, p_y)
/obj/item/projectile/proc/Range()
range--
if(range <= 0 && loc)
on_range()
/obj/item/projectile/proc/on_range() //if we want there to be effects when they reach the end of their range
on_impact(loc)
qdel(src)
/obj/item/projectile/proc/store_hitscan_collision(datum/point/pcache)
beam_segments[beam_index] = pcache
beam_index = pcache
beam_segments[beam_index] = null
/obj/item/projectile/proc/return_predicted_turf_after_moves(moves, forced_angle) //I say predicted because there's no telling that the projectile won't change direction/location in flight.
if(!trajectory && isnull(forced_angle) && isnull(Angle))
return FALSE
var/datum/point/vector/current = trajectory
if(!current)
var/turf/T = get_turf(src)
current = new(T.x, T.y, T.z, pixel_x, pixel_y, isnull(forced_angle)? Angle : forced_angle, pixel_speed)
var/datum/point/vector/v = current.return_vector_after_increments(moves)
return v.return_turf()
/obj/item/projectile/proc/return_pathing_turfs_in_moves(moves, forced_angle)
var/turf/current = get_turf(src)
var/turf/ending = return_predicted_turf_after_moves(moves, forced_angle)
return getline(current, ending)
/obj/item/projectile/proc/process_hitscan()
var/safety = range * 3
record_hitscan_start(RETURN_POINT_VECTOR_INCREMENT(src, Angle, MUZZLE_EFFECT_PIXEL_INCREMENT, 1))
while(loc && !QDELETED(src))
if(paused)
stoplag(1)
continue
if(safety-- <= 0)
qdel(src)
crash_with("WARNING: [type] projectile encountered infinite recursion during hitscanning in [__FILE__]/[__LINE__]!")
return //Kill!
pixel_move(1, 1, TRUE)
/obj/item/projectile/proc/record_hitscan_start(datum/point/pcache)
beam_segments = list() //initialize segment list with the list for the first segment
beam_index = pcache
beam_segments[beam_index] = null //record start.
/obj/item/projectile/proc/vol_by_damage()
if(src.damage)
return Clamp((src.damage) * 0.67, 30, 100)// Multiply projectile damage by 0.67, then CLAMP the value between 30 and 100
else
return 50 //if the projectile doesn't do damage, play its hitsound at 50% volume.
/obj/item/projectile/proc/before_z_change(turf/oldloc, turf/newloc)
var/datum/point/pcache = trajectory.copy_to()
if(hitscan)
store_hitscan_collision(pcache)
/obj/item/projectile/process()
last_process = world.time
if(!loc || !fired || !trajectory)
fired = FALSE
return PROCESS_KILL
if(paused || !isturf(loc))
last_projectile_move += world.time - last_process //Compensates for pausing, so it doesn't become a hitscan projectile when unpaused from charged up ticks.
return
var/elapsed_time_deciseconds = (world.time - last_projectile_move) + time_offset
time_offset = 0
var/required_moves = 0
if(speed > 0)
required_moves = Floor(elapsed_time_deciseconds / speed, 1)
if(required_moves > SSprojectiles.global_max_tick_moves)
var/overrun = required_moves - SSprojectiles.global_max_tick_moves
required_moves = SSprojectiles.global_max_tick_moves
time_offset += overrun * speed
time_offset += Modulus(elapsed_time_deciseconds, speed)
else
required_moves = SSprojectiles.global_max_tick_moves
if(!required_moves)
return
for(var/i in 1 to required_moves)
pixel_move(required_moves)
/obj/item/projectile/proc/setAngle(new_angle) //wrapper for overrides.
Angle = new_angle
if(!nondirectional_sprite)
var/matrix/M = new
M.Turn(Angle)
transform = M
if(trajectory)
trajectory.set_angle(new_angle)
return TRUE
/obj/item/projectile/forceMove(atom/target)
. = ..()
if(trajectory && !trajectory_ignore_forcemove && isturf(target))
trajectory.initialize_location(target.x, target.y, target.z, 0, 0)
/obj/item/projectile/Destroy()
if(hitscan)
if(loc && trajectory)
var/datum/point/pcache = trajectory.copy_to()
beam_segments[beam_index] = pcache
generate_hitscan_tracers()
STOP_PROCESSING(SSprojectiles, src)
return ..()
/obj/item/projectile/proc/generate_hitscan_tracers(cleanup = TRUE, duration = 3)
if(!length(beam_segments))
return
if(duration <= 0)
return
if(tracer_type)
for(var/datum/point/p in beam_segments)
generate_tracer_between_points(p, beam_segments[p], tracer_type, color, duration)
if(muzzle_type && !silenced)
var/datum/point/p = beam_segments[1]
var/atom/movable/thing = new muzzle_type
p.move_atom_to_src(thing)
var/matrix/M = new
M.Turn(original_angle)
thing.transform = M
QDEL_IN(thing, duration)
if(impact_type)
var/datum/point/p = beam_segments[beam_segments[beam_segments.len]]
var/atom/movable/thing = new impact_type
p.move_atom_to_src(thing)
var/matrix/M = new
M.Turn(Angle)
thing.transform = M
QDEL_IN(thing, duration)
if(cleanup)
for(var/i in beam_segments)
qdel(i)
beam_segments = null
QDEL_NULL(beam_index)