mirror of
https://github.com/Bubberstation/Bubberstation.git
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Fixed a few unforseen bugs and smoothed out a few odd quirks. Fixed bugs, added flipping mechanics. Made the cards less cheater friendly by making certain actions visible. Added the ability to choose between "Random Card" and "draw from Top" with a verb on the deck. While held in hand the deck can now be shuffled. Had to improve sprites, was really bugging me. Now uses the shuffle() list helper. Added cardshuffle.ogg to sound/items/ Cooldown applied to shuffling for "sanity" as the term seems to be. Made a few changes to the way the cards prompt you for less clutter. Merge pull request #1 from Zelacks/deckstuff Replaces the global decks variable with a reference Now card is taken from hand on topic choice. Examine card has been scrapped, just attack_self() with the card to see what it is. New Icons. Dig that NanoTrasen blue. Thanks Nienhaus! Merge pull request #2 from Zelacks/deckstuff Hopefully you will like these changes - Several deck changes Fixed a few nits and picks. Made Deck of Cards available as a prize from the arcade machines. Merge pull request #3 from Zelacks/deckstuff Card sprites! Thanks, was toying with doing that, saved me a bundle of work! Fixed the adjacency issue. Added more checks to the cards and object verb. Adeed a series of fixes to the Mousedrop function. Made all notices uniform. Made changes to keep cards being flipped by the wrong sorts. Added Razharas' "more readable" pixel art for the cards. Made messages about the deck work while the deck is held. (I guess you might want to carry it) Un-Needed cooldown removed from shuffling the deck. Added blue contours to the cards to make them stand out against floor tiles. Merge branch 'master' into 11-23-2013-Games
181 lines
5.0 KiB
Plaintext
181 lines
5.0 KiB
Plaintext
// Targets, the things that actually get shot!
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/obj/item/target
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name = "shooting target"
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desc = "A shooting target."
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icon = 'icons/obj/objects.dmi'
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icon_state = "target_h"
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density = 0
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var/hp = 1800
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var/icon/virtualIcon
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var/list/bulletholes = list()
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Del()
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// if a target is deleted and associated with a stake, force stake to forget
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for(var/obj/structure/target_stake/T in view(3,src))
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if(T.pinned_target == src)
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T.pinned_target = null
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T.density = 1
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break
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..() // delete target
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Move()
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..()
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// After target moves, check for nearby stakes. If associated, move to target
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for(var/obj/structure/target_stake/M in view(3,src))
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if(M.density == 0 && M.pinned_target == src)
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M.loc = loc
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// This may seem a little counter-intuitive but I assure you that's for a purpose.
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// Stakes are the ones that carry targets, yes, but in the stake code we set
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// a stake's density to 0 meaning it can't be pushed anymore. Instead of pushing
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// the stake now, we have to push the target.
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attackby(obj/item/W as obj, mob/user as mob)
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if (istype(W, /obj/item/weapon/weldingtool))
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var/obj/item/weapon/weldingtool/WT = W
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if(WT.remove_fuel(0, user))
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overlays.Cut()
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usr << "You slice off [src]'s uneven chunks of aluminium and scorch marks."
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return
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attack_hand(mob/user as mob)
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// taking pinned targets off!
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var/obj/structure/target_stake/stake
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for(var/obj/structure/target_stake/T in view(3,src))
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if(T.pinned_target == src)
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stake = T
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break
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if(stake)
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if(stake.pinned_target)
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stake.density = 1
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density = 0
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layer = OBJ_LAYER
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loc = user.loc
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if(ishuman(user))
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if(!user.get_active_hand())
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user.put_in_hands(src)
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user << "You take the target out of the stake."
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else
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src.loc = get_turf(user)
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user << "You take the target out of the stake."
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stake.pinned_target = null
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return
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else
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..()
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syndicate
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icon_state = "target_s"
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desc = "A shooting target that looks like a syndicate scum."
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hp = 2600 // i guess syndie targets are sturdier?
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alien
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icon_state = "target_q"
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desc = "A shooting target that looks like a xenomorphic alien."
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hp = 2350 // alium onest too kinda
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/obj/item/target/bullet_act(var/obj/item/projectile/Proj)
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var/p_x = Proj.p_x + pick(0,0,0,0,0,-1,1) // really ugly way of coding "sometimes offset Proj.p_x!"
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var/p_y = Proj.p_y + pick(0,0,0,0,0,-1,1)
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var/decaltype = 1 // 1 - scorch, 2 - bullet
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if(istype(/obj/item/projectile/bullet, Proj))
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decaltype = 2
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virtualIcon = new(icon, icon_state)
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if( virtualIcon.GetPixel(p_x, p_y) ) // if the located pixel isn't blank (null)
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hp -= Proj.damage
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if(hp <= 0)
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for(var/mob/O in oviewers())
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if ((O.client && !( O.blinded )))
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O << "\red [src] breaks into tiny pieces and collapses!"
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del(src)
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// Create a temporary object to represent the damage
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var/obj/bmark = new
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bmark.pixel_x = p_x
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bmark.pixel_y = p_y
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bmark.icon = 'icons/effects/effects.dmi'
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bmark.layer = 3.5
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bmark.icon_state = "scorch"
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if(decaltype == 1)
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// Energy weapons are hot. they scorch!
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// offset correction
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bmark.pixel_x--
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bmark.pixel_y--
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if(Proj.damage >= 20 || istype(Proj, /obj/item/projectile/practice))
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bmark.icon_state = "scorch"
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bmark.dir = pick(NORTH,SOUTH,EAST,WEST) // random scorch design
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else
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bmark.icon_state = "light_scorch"
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else
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// Bullets are hard. They make dents!
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bmark.icon_state = "dent"
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if(Proj.damage >= 10 && bulletholes.len <= 35) // maximum of 35 bullet holes
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if(decaltype == 2) // bullet
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if(prob(Proj.damage+30)) // bullets make holes more commonly!
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new/datum/bullethole(src, bmark.pixel_x, bmark.pixel_y) // create new bullet hole
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else // Lasers!
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if(prob(Proj.damage-10)) // lasers make holes less commonly
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new/datum/bullethole(src, bmark.pixel_x, bmark.pixel_y) // create new bullet hole
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// draw bullet holes
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for(var/datum/bullethole/B in bulletholes)
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virtualIcon.DrawBox(null, B.b1x1, B.b1y, B.b1x2, B.b1y) // horizontal line, left to right
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virtualIcon.DrawBox(null, B.b2x, B.b2y1, B.b2x, B.b2y2) // vertical line, top to bottom
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overlays += bmark // add the decal
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icon = virtualIcon // apply bulletholes over decals
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return
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return -1 // the bullet/projectile goes through the target! Ie, you missed
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// Small memory holder entity for transparent bullet holes
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/datum/bullethole
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// First box
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var/b1x1 = 0
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var/b1x2 = 0
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var/b1y = 0
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// Second box
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var/b2x = 0
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var/b2y1 = 0
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var/b2y2 = 0
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New(var/obj/item/target/Target, var/pixel_x = 0, var/pixel_y = 0)
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if(!Target) return
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// Randomize the first box
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b1x1 = pixel_x - pick(1,1,1,1,2,2,3,3,4)
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b1x2 = pixel_x + pick(1,1,1,1,2,2,3,3,4)
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b1y = pixel_y
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if(prob(35))
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b1y += rand(-4,4)
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// Randomize the second box
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b2x = pixel_x
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if(prob(35))
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b2x += rand(-4,4)
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b2y1 = pixel_y + pick(1,1,1,1,2,2,3,3,4)
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b2y2 = pixel_y - pick(1,1,1,1,2,2,3,3,4)
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Target.bulletholes.Add(src) |