Implements turret trajectory prediction

- Adds trajectory checking for turrets, so they don't burn holes through other objects (like walls and AI's) if they wouldn't hit them anyway.
This commit is contained in:
Loganbacca
2015-07-10 15:17:53 +12:00
parent a32b712bae
commit 6b10b648d2
2 changed files with 9 additions and 6 deletions

View File

@@ -605,8 +605,12 @@ var/list/turret_icons
if(!raised) //the turret has to be raised in order to fire - makes sense, right?
return
update_icon()
//targeting check, can we hit them?
if(!check_trajectory(target, src))
return
var/obj/item/projectile/A
if(emagged || lethal)
A = new eprojectile(loc)

View File

@@ -385,7 +385,7 @@
return //cannot shoot yourself
if(istype(A, /obj/item/projectile))
return
if(istype(A, /mob/living))
if(istype(A, /mob/living) || istype(A, /obj/mecha) || istype(A, /obj/vehicle))
result = 2 //We hit someone, return 1!
return
result = 1
@@ -424,15 +424,14 @@
if(istype(M))
return 1
/proc/check_trajectory(atom/target as mob, var/mob/living/user as mob, var/pass_flags=PASSTABLE|PASSGLASS|PASSGRILLE, flags=null) //Checks if you can hit them or not.
if(!istype(target) || !istype(user))
/proc/check_trajectory(atom/target as mob|obj, atom/firer as mob|obj, var/pass_flags=PASSTABLE|PASSGLASS|PASSGRILLE, flags=null) //Checks if you can hit them or not.
if(!istype(target) || !istype(firer))
return 0
var/obj/item/projectile/test/trace = new /obj/item/projectile/test(get_step_to(user,target)) //Making the test....
var/obj/item/projectile/test/trace = new /obj/item/projectile/test(get_step_to(firer,target)) //Making the test....
trace.target = target
if(!isnull(flags))
trace.flags = flags //Set the flags...
trace.pass_flags = pass_flags //And the pass flags to that of the real projectile...
trace.firer = user
var/output = trace.process() //Test it!
qdel(trace) //No need for it anymore
return output //Send it back to the gun!