Conflict Resolution

This commit is contained in:
Unknown
2019-03-28 21:04:21 -04:00
parent 38c4b88ded
commit 2dbf8499f4
2 changed files with 21 additions and 122 deletions

View File

@@ -108,6 +108,7 @@
var/reflected = 0 // This should be set to 1 if reflected by any means, to prevent infinite reflections.
var/modifier_type_to_apply = null // If set, will apply a modifier to mobs that are hit by this projectile.
var/modifier_duration = null // How long the above modifier should last for. Leave null to be permanent.
var/excavation_amount = 0 // How much, if anything, it drills from a mineral turf.
embed_chance = 0 //Base chance for a projectile to embed
@@ -207,14 +208,12 @@
animate(src, pixel_x = trajectory.return_px(), pixel_y = trajectory.return_py(), time = 1, flags = ANIMATION_END_NOW)
Range()
//sets the click point of the projectile using mouse input params
/obj/item/projectile/proc/set_clickpoint(var/params)
var/list/mouse_control = params2list(params)
if(mouse_control["icon-x"])
p_x = text2num(mouse_control["icon-x"])
if(mouse_control["icon-y"])
p_y = text2num(mouse_control["icon-y"])
<<<<<<< HEAD
/obj/item/projectile/Crossed(atom/movable/AM) //A mob moving on a tile with a projectile is hit by it.
..()
if(isliving(AM) && !(pass_flags & PASSMOB))
var/mob/living/L = AM
if(can_hit_target(L, permutated, (AM == original)))
Bump(AM)
/obj/item/projectile/proc/process_homing() //may need speeding up in the future performance wise.
if(!homing_target)
@@ -319,52 +318,21 @@
START_PROCESSING(SSprojectiles, src)
pixel_move(1, FALSE) //move it now!
=======
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 = user.client? getviewsize(user.client.view) : world.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/redirect(x, y, starting, source)
old_style_target(locate(x, y, z), starting? get_turf(starting) : get_turf(source))
/obj/item/projectile/proc/old_style_target(atom/target, atom/source)
if(!source)
source = get_turf(src)
starting = get_turf(source)
>>>>>>> f083fba... Merge pull request #5977 from Neerti/btw_i_use_fixed_arc
original = target
def_zone = target_zone
/obj/item/projectile/Move(atom/newloc, dir = NONE)
. = ..()
if(.)
if(temporary_unstoppable_movement)
temporary_unstoppable_movement = FALSE
DISABLE_BITFIELD(movement_type, UNSTOPPABLE)
if(fired && can_hit_target(original, permutated, TRUE))
Bump(original)
/obj/item/projectile/proc/after_z_change(atom/olcloc, atom/newloc)
/obj/item/projectile/proc/before_z_change(atom/oldloc, atom/newloc)
<<<<<<< HEAD
//called to launch a projectile from a gun
/obj/item/projectile/proc/launch_from_gun(atom/target, mob/user, obj/item/weapon/gun/launcher, var/target_zone, var/x_offset=0, var/y_offset=0)
if(user == target) //Shooting yourself
user.bullet_act(src, target_zone)
on_impact(user)
qdel(src)
return 0
/obj/item/projectile/proc/before_move()
return
/obj/item/projectile/proc/after_move()
return
@@ -415,14 +383,8 @@
//Split screen-loc up into X+Pixel_X and Y+Pixel_Y
var/list/screen_loc_params = splittext(mouse_control["screen-loc"], ",")
//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))
=======
/obj/item/projectile/proc/generate_hitscan_tracers(cleanup = TRUE, duration = 5, impacting = TRUE)
if(!length(beam_segments))
>>>>>>> f083fba... Merge pull request #5977 from Neerti/btw_i_use_fixed_arc
return
//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],":")
@@ -445,7 +407,7 @@
/obj/item/projectile/proc/old_style_target(atom/target, atom/source)
if(!source)
source = get_turf(src)
starting = source
starting = get_turf(source)
original = target
setAngle(Get_Angle(source, target))
@@ -474,7 +436,7 @@
beam_segments[beam_index] = pcache
generate_hitscan_tracers(null, null, impacting)
/obj/item/projectile/proc/generate_hitscan_tracers(cleanup = TRUE, duration = 3, impacting = TRUE)
/obj/item/projectile/proc/generate_hitscan_tracers(cleanup = TRUE, duration = 5, impacting = TRUE)
if(!length(beam_segments))
return
if(tracer_type)

View File

@@ -28,68 +28,6 @@
QDEL_NULL(shadow)
return ..()
<<<<<<< HEAD
/obj/item/projectile/arc/Bump(atom/A, forced=0)
return 0
// if(get_turf(src) != original)
// return 0
// else
// return ..()
// This is a test projectile in the sense that its testing the code to make sure it works,
// as opposed to a 'can I hit this thing' projectile.
/obj/item/projectile/arc/test/on_impact(turf/T)
new /obj/effect/explosion(T)
return ..()
/obj/item/projectile/arc/old_style_target(target, source)
var/source_loc = get_turf(source) || get_turf(src)
var/expected_distance = get_dist(target, source_loc)
range = expected_distance // So the projectile "hits the ground."
target_distance = expected_distance
fired_dir = get_dir(source_loc, target)
..()
if(fired_dir & EAST)
transform = turn(transform, -45)
else if(fired_dir & WEST)
transform = turn(transform, 45)
/obj/item/projectile/arc/on_range()
on_impact(loc)
return ..()
// Visuals.
/obj/item/projectile/arc/after_move()
if(QDELETED(src))
return
// Handle projectile turning in flight.
// This won't turn if fired north/south, as it looks weird.
var/turn_per_step = 90 / target_distance
if(fired_dir & EAST)
transform = turn(transform, turn_per_step)
else if(fired_dir & WEST)
transform = turn(transform, -turn_per_step)
// Now for the fake height.
// We need to know how far along our "arc" we are.
var/arc_progress = get_dist(src, original)
var/arc_max_height = (target_distance * world.icon_size) / 2 // TODO: Real math.
// var/arc_center = target_distance / 2
// var/projectile_position = abs(arc_progress - arc_center)
// var/height_multiplier = projectile_position / arc_center
// height_multiplier = abs(height_multiplier - 1)
// height_multiplier = height_multiplier ** 2
// animate(src, pixel_z = arc_max_height * height_multiplier, time = step_delay)
var/projectile_position = arc_progress / target_distance
var/sine_position = projectile_position * 180
var/pixel_z_position = arc_max_height * sin(sine_position)
animate(src, pixel_z = pixel_z_position, time = speed)
// Update our shadow.
shadow.forceMove(loc)
=======
/obj/item/projectile/arc/proc/calculate_initial_pixel_distance(atom/user, atom/target)
var/datum/point/A = new(user)
@@ -160,7 +98,6 @@
shadow.pixel_x = pixel_x
shadow.pixel_y = pixel_y + visual_y_offset
>>>>>>> f083fba... Merge pull request #5977 from Neerti/btw_i_use_fixed_arc
/obj/effect/projectile_shadow
name = "shadow"