mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-10 10:12:45 +00:00
Adds miss chance and shield checks to thrown atoms
Also makes setting a thrown atom's throwing var the responsibility of the handler, so that impact handling code can decide if the thrown atom should keep on going.
This commit is contained in:
@@ -22,27 +22,6 @@
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//Detective Work, used for the duplicate data points kept in the scanners
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var/list/original_atom
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/atom/proc/throw_impact(atom/hit_atom, var/speed)
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if(istype(hit_atom,/mob/living))
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var/mob/living/M = hit_atom
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M.hitby(src,speed)
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else if(isobj(hit_atom))
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var/obj/O = hit_atom
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if(!O.anchored)
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step(O, src.dir)
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O.hitby(src,speed)
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else if(isturf(hit_atom))
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var/turf/T = hit_atom
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if(T.density)
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spawn(2)
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step(src, turn(src.dir, 180))
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if(istype(src,/mob/living))
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var/mob/living/M = src
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M.turf_collision(T, speed)
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/atom/proc/assume_air(datum/gas_mixture/giver)
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return null
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@@ -237,6 +216,8 @@ its easier to just keep the beam vertical.
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return
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/atom/proc/hitby(atom/movable/AM as mob|obj)
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if (density)
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AM.throwing = 0
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return
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/atom/proc/add_hiddenprint(mob/living/M as mob)
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@@ -25,7 +25,6 @@
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/atom/movable/Bump(var/atom/A as mob|obj|turf|area, yes)
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if(src.throwing)
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src.throw_impact(A)
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src.throwing = 0
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spawn( 0 )
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if ((A && yes))
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@@ -44,6 +43,29 @@
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return 1
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return 0
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//called when src is thrown into hit_atom
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/atom/movable/proc/throw_impact(atom/hit_atom, var/speed)
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if(istype(hit_atom,/mob/living))
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var/mob/living/M = hit_atom
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M.hitby(src,speed)
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else if(isobj(hit_atom))
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var/obj/O = hit_atom
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if(!O.anchored)
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step(O, src.dir)
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O.hitby(src,speed)
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else if(isturf(hit_atom))
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src.throwing = 0
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var/turf/T = hit_atom
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if(T.density)
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spawn(2)
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step(src, turn(src.dir, 180))
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if(istype(src,/mob/living))
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var/mob/living/M = src
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M.turf_collision(T, speed)
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//decided whether a movable atom being thrown can pass through the turf it is in.
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/atom/movable/proc/hit_check(var/speed)
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if(src.throwing)
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for(var/atom/A in get_turf(src))
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@@ -51,12 +73,9 @@
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if(istype(A,/mob/living))
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if(A:lying) continue
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src.throw_impact(A,speed)
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if(src.throwing == 1)
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src.throwing = 0
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if(isobj(A))
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if(A.density && !A.throwpass) // **TODO: Better behaviour for windows which are dense, but shouldn't always stop movement
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src.throw_impact(A,speed)
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src.throwing = 0
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/atom/movable/proc/throw_at(atom/target, range, speed)
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if(!target || !src) return 0
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@@ -149,8 +168,8 @@
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a = get_area(src.loc)
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//done throwing, either because it hit something or it finished moving
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src.throwing = 0
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if(isobj(src)) src.throw_impact(get_turf(src),speed)
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src.throwing = 0
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//Overlays
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@@ -469,6 +469,7 @@
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return
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/obj/mecha/hitby(atom/movable/A as mob|obj) //wrapper
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..()
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src.log_message("Hit by [A].",1)
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call((proc_res["dynhitby"]||src), "dynhitby")(A)
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return
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@@ -107,6 +107,7 @@ var/const/MAX_ACTIVE_TIME = 400
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if(stat == CONSCIOUS)
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icon_state = "[initial(icon_state)]"
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Attach(hit_atom)
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throwing = 0
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/obj/item/clothing/mask/facehugger/proc/Attach(M as mob)
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if( (!iscorgi(M) && !iscarbon(M)) || isalien(M))
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@@ -65,6 +65,7 @@
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P.on_hit(src, absorb, def_zone)
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return absorb
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//this proc handles being hit by a thrown atom
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/mob/living/hitby(atom/movable/AM as mob|obj,var/speed = 5)//Standardization and logging -Sieve
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if(istype(AM,/obj/))
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var/obj/O = AM
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@@ -73,14 +74,27 @@
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if(istype(O,/obj/item/weapon))
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var/obj/item/weapon/W = O
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dtype = W.damtype
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var/throw_damage = O.throwforce*(speed/5)
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//run to-hit check here
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//def_zone = get_zone_with_miss_chance(zone, src, 15*AM.throwing_dist_travelled)
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zone = get_zone_with_miss_chance(zone, src) //TODO: store the location of the thrower and adjust miss chance with distance
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if(!zone)
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visible_message("\blue \The [AM] misses [src] narrowly!")
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return
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AM.throwing = 0 //it hit, so stop moving
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if (istype(src, /mob/living/carbon/human))
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var/mob/living/carbon/human/H = src
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if (H.check_shields(throw_damage, "[O]"))
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return
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src.visible_message("\red [src] has been hit by [O].")
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var/armor = run_armor_check(zone, "melee", "Your armor has protected your [zone].", "Your armor has softened hit to your [zone].")
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var/armor = run_armor_check(zone, "melee", "Your armor has protected your [zone].", "Your armor has softened the hit to your [zone].")
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if(armor < 2)
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apply_damage(O.throwforce*(speed/5), dtype, zone, armor, is_sharp(O), has_edge(O), O)
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apply_damage(throw_damage, dtype, zone, armor, is_sharp(O), has_edge(O), O)
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if(!O.fingerprintslast)
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return
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@@ -99,7 +113,7 @@
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if(speed >= 15)
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var/obj/item/weapon/W = O
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var/momentum = speed/2
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var/dir = get_dir(M,src)
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var/dir = get_dir(M,src) //TODO: store the location of the thrower and move this out of the fingerprintslast block
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visible_message("\red [src] staggers under the impact!","\red You stagger under the impact!")
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src.throw_at(get_edge_target_turf(src,dir),1,momentum)
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@@ -147,7 +147,11 @@ proc/hasorgans(A)
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*/
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return zone
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// Returns zone with a certain probability.
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// If the probability misses, returns "chest" instead.
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// If "chest" was passed in as zone, then on a "miss" will return "head", "l_arm", or "r_arm"
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// Do not use this if someone is intentionally trying to hit a specific body part.
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// Use get_zone_with_miss_chance() for that.
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/proc/ran_zone(zone, probability)
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zone = check_zone(zone)
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if(!probability) probability = 90
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