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Merge pull request #5359 from Anewbe/arc_projectiles
Adds arcing projectiles
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134
code/modules/projectiles/projectile/arc.dm
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134
code/modules/projectiles/projectile/arc.dm
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// These projectiles are somewhat different from the other projectiles in the code.
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// First, these have an 'arcing' visual, that is accomplished by having the projectile icon rotate as its flying, and
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// moving up, then down as it approaches the target. There is also a small shadow effect that follows the projectile
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// as its flying.
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// Besides the visuals, arcing projectiles do not collide with anything until they reach the target, as they fly over them.
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// For best effect, use this only when it makes sense to do so, IE on the Surface. The projectiles don't care about ceilings or gravity.
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/obj/item/projectile/arc
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name = "arcing shot"
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icon_state = "fireball" // WIP
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step_delay = 2 // Travel a bit slower, to really sell the arc visuals.
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plane = ABOVE_PLANE // Since projectiles are 'in the air', they might visually overlap mobs while in flight, so the projectile needs to be above their plane.
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var/target_distance = null // How many tiles the impact site is.
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var/fired_dir = null // Which direction was the projectile fired towards. Needed to invert the projectile turning based on if facing left or right.
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var/obj/effect/projectile_shadow/shadow = null // Visual indicator for the projectile's 'true' position. Needed due to being bound to two dimensions in reality.
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/obj/item/projectile/arc/initialize()
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shadow = new(get_turf(src))
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return ..()
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/obj/item/projectile/arc/Destroy()
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qdel_null(shadow)
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return ..()
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/obj/item/projectile/arc/Bump(atom/A, forced=0)
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return 0
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// if(get_turf(src) != original)
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// return 0
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// else
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// return ..()
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// This is a test projectile in the sense that its testing the code to make sure it works,
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// as opposed to a 'can I hit this thing' projectile.
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/obj/item/projectile/arc/test/on_impact(turf/T)
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new /obj/effect/explosion(T)
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return ..()
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/obj/item/projectile/arc/launch(atom/target, target_zone, x_offset=0, y_offset=0, angle_offset=0)
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var/expected_distance = get_dist(target, loc)
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kill_count = expected_distance // So the projectile "hits the ground."
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target_distance = expected_distance
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fired_dir = get_dir(loc, target)
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..() // Does the regular launching stuff.
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if(fired_dir & EAST)
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transform = turn(transform, -45)
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else if(fired_dir & WEST)
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transform = turn(transform, 45)
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// Visuals.
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/obj/item/projectile/arc/after_move()
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// Handle projectile turning in flight.
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// This won't turn if fired north/south, as it looks weird.
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var/turn_per_step = 90 / target_distance
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if(fired_dir & EAST)
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transform = turn(transform, turn_per_step)
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else if(fired_dir & WEST)
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transform = turn(transform, -turn_per_step)
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// Now for the fake height.
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// We need to know how far along our "arc" we are.
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var/arc_progress = get_dist(src, original)
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var/arc_max_height = (target_distance * world.icon_size) / 2 // TODO: Real math.
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// var/arc_center = target_distance / 2
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// var/projectile_position = abs(arc_progress - arc_center)
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// var/height_multiplier = projectile_position / arc_center
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// height_multiplier = abs(height_multiplier - 1)
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// height_multiplier = height_multiplier ** 2
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// animate(src, pixel_z = arc_max_height * height_multiplier, time = step_delay)
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var/projectile_position = arc_progress / target_distance
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var/sine_position = projectile_position * 180
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var/pixel_z_position = arc_max_height * sin(sine_position)
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animate(src, pixel_z = pixel_z_position, time = step_delay)
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// Update our shadow.
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shadow.forceMove(loc)
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/obj/effect/projectile_shadow
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name = "shadow"
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desc = "You better avoid the thing coming down!"
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icon = 'icons/obj/projectiles.dmi'
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icon_state = "arc_shadow"
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anchored = TRUE
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//////////////
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// Subtypes
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//////////////
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// Generic, Hivebot related
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/obj/item/projectile/arc/blue_energy
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name = "energy missile"
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icon_state = "force_missile"
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damage = 15
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damage_type = BURN
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// Fragmentation arc shot
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/obj/item/projectile/arc/fragmentation
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name = "fragmentation shot"
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icon_state = "shell"
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var/list/fragment_types = list(
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/obj/item/projectile/bullet/pellet/fragment, /obj/item/projectile/bullet/pellet/fragment, \
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/obj/item/projectile/bullet/pellet/fragment, /obj/item/projectile/bullet/pellet/fragment/strong
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)
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var/fragment_amount = 63 // Same as a grenade.
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var/spread_range = 7
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/obj/item/projectile/arc/fragmentation/on_impact(turf/T)
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fragmentate(T, fragment_amount, spread_range, fragment_types)
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// EMP arc shot
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/obj/item/projectile/arc/emp_blast
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name = "emp blast"
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icon_state = "bluespace"
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/obj/item/projectile/arc/emp_blast/on_impact(turf/T)
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empulse(T, 2, 4, 7, 10) // Normal EMP grenade.
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return ..()
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/obj/item/projectile/arc/emp_blast/weak/on_impact(turf/T)
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empulse(T, 1, 2, 3, 4) // Sec EMP grenade.
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return ..()
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// Radiation arc shot
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/obj/item/projectile/arc/radioactive
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name = "radiation blast"
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icon_state = "green_pellet"
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icon_scale = 2
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var/rad_power = 50
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/obj/item/projectile/arc/radioactive/on_impact(turf/T)
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radiation_repository.radiate(T, rad_power)
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