mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-10 10:12:45 +00:00
203 lines
7.2 KiB
Plaintext
203 lines
7.2 KiB
Plaintext
// 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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movement_type = UNSTOPPABLE
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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/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/distance_to_fly = null // How far, in pixels, to fly for. Will call on_range() when this is passed.
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var/visual_y_offset = -16 // Adjusts how high the projectile and its shadow start, visually. This is so the projectile and shadow align with the center of the tile.
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var/projectile_speed_modifier = 0.5 // Slows it down to make the arcing more noticable, and improve pixel calculation accuracy.
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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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var/arc_height_multiplier = 1 // Modifies how 'high' the projectile flies.
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/obj/item/projectile/arc/Bump()
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return
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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/proc/calculate_initial_pixel_distance(atom/user, atom/target)
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var/datum/point/A = new(user)
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var/datum/point/B = new(target)
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// Set the pixel offsets if they exist.
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A.x += (p_x - 16)
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A.y += (p_y - 16)
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return pixel_length_between_points(A, B)
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/obj/item/projectile/arc/proc/distance_flown()
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var/datum/point/current_point = new(src)
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var/datum/point/starting_point = new(starting)
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return pixel_length_between_points(current_point, starting_point)
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/obj/item/projectile/arc/on_range()
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if(loc)
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on_impact(loc)
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return ..()
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/obj/item/projectile/arc/launch_projectile(atom/target, target_zone, mob/user, params, angle_override, forced_spread = 0)
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fired_dir = get_dir(user, target) // Used to determine if the projectile should turn in the air.
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distance_to_fly = calculate_initial_pixel_distance(user, target) // Calculates how many pixels to travel before hitting the ground.
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..() // Does the actual launching. The projectile will be out after this.
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// For legacy.
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/obj/item/projectile/arc/old_style_target(atom/target, atom/source)
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..()
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fired_dir = get_dir(source, target)
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distance_to_fly = calculate_initial_pixel_distance(source, target)
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/obj/item/projectile/arc/fire(angle, atom/direct_target)
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..() // The trajectory must exist for set_pixel_speed() to work.
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set_pixel_speed(projectile_speed_modifier) // Slows it down and makes the distance checking more accurate.
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/obj/item/projectile/arc/pixel_move(trajectory_multiplier, hitscanning = FALSE)
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// Do the other important stuff first.
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..(trajectory_multiplier, hitscanning)
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// Test to see if its time to 'hit the ground'.
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var/pixels_flown = distance_flown()
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if(pixels_flown >= distance_to_fly)
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on_range() // This will also cause the projectile to be deleted.
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else
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// Handle visual projectile turning in flight.
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var/arc_progress = between(0, pixels_flown / distance_to_fly, 1)
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var/new_visual_degree = LERP(45, 135, arc_progress)
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if(fired_dir & EAST)
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adjust_rotation(new_visual_degree)
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else if(fired_dir & WEST)
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adjust_rotation(-new_visual_degree)
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// Now for the fake height.
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var/arc_max_pixel_height = distance_to_fly / 2
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var/sine_position = arc_progress * 180
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var/pixel_z_position = (arc_max_pixel_height * sin(sine_position) * arc_height_multiplier) + visual_y_offset
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animate(src, pixel_z = pixel_z_position, time = 1, flags = ANIMATION_END_NOW)
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// Update our shadow.
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if(shadow)
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shadow.forceMove(loc)
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shadow.pixel_x = pixel_x
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shadow.pixel_y = pixel_y + visual_y_offset
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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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animate_movement = 0 // Just like the projectile it's following.
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//////////////
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// Subtypes
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//////////////
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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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T.color = "#FF0000"
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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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/obj/item/projectile/arc/blue_energy/on_impact(turf/T)
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for(var/mob/living/L in T)
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attack_mob(L) // Everything on the turf it lands gets hit.
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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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/obj/item/projectile/arc/fragmentation/mortar
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icon_state = "mortar"
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fragment_amount = 10
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spread_range = 3
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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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/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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// 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_x = 2
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icon_scale_y = 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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SSradiation.radiate(T, rad_power)
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// Blob mortar
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/obj/item/projectile/arc/spore
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name = "spore"
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icon_state = "declone"
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damage = 20
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damage_type = BIOACID
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armor_penetration = 30
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fire_sound = 'sound/effects/slime_squish.ogg'
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arc_height_multiplier = 0.5
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/obj/item/projectile/arc/spore/on_impact(turf/T)
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for(var/mob/living/L in T)
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attack_mob(L)
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spawn()
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T.visible_message("<span class='warning'>\The [src] covers \the [T] in a corrosive paste!</span>")
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for(var/turf/simulated/floor/F in view(2, T))
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spawn()
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var/obj/effect/effect/water/splash = new(T)
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splash.create_reagents(15)
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splash.reagents.add_reagent("stomacid", 5)
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splash.reagents.add_reagent("blood", 10,list("blood_colour" = "#ec4940"))
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splash.set_color()
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splash.set_up(F, 2, 3)
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var/obj/effect/decal/cleanable/chemcoating/acid = locate() in T
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if(!istype(acid))
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acid = new(T)
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acid.reagents.add_reagent("stomacid", 5)
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acid.update_icon()
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