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https://github.com/CHOMPStation2/CHOMPStation2.git
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interact with machines and stuff from far away (but you cannot pick them up!). This means you can also bonk people with items you are holding with your TK grab. Changed the energy gun sprites to a better-looking version, made by Khodoque! More work on NTSL. Including the ability to create comments by using // and /* insert comment here */. Removed the traffic control machine from telecomms, as requested by Urist. NTSL is still a work in progress, and needs to be completely fool-proof before players can get anywhere near it. Revision: r3252 Author: vageyenaman
252 lines
6.5 KiB
Plaintext
252 lines
6.5 KiB
Plaintext
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// TARGET STAKE
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// TARGET
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// Basically they are for the firing range
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/obj/structure/target_stake
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name = "target stake"
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desc = "A thin platform with negatively-magnetized wheels."
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icon = 'objects.dmi'
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icon_state = "target_stake"
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density = 1
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flags = CONDUCT
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var/obj/item/target/pinned_target // the current pinned target
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Move()
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..()
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// Move the pinned target along with the stake
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if(pinned_target in view(3, src))
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pinned_target.loc = loc
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else // Sanity check: if the pinned target can't be found in immediate view
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pinned_target = null
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density = 1
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attackby(obj/item/W as obj, mob/user as mob)
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// Putting objects on the stake. Most importantly, targets
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if(pinned_target)
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return // get rid of that pinned target first!
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if(istype(W, /obj/item/target))
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density = 0
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W.density = 1
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user.drop_item(src)
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W.loc = loc
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W.layer = 3.1
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pinned_target = W
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user << "You slide the target into the stake."
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user.drop_item(src)
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W.loc = loc
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return
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attack_hand(mob/user as mob)
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// taking pinned targets off!
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if(pinned_target)
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density = 1
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pinned_target.density = 0
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pinned_target.layer = OBJ_LAYER
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pinned_target.loc = user.loc
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if(ishuman(user))
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if(!user.get_active_hand())
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user.put_in_hand(pinned_target)
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user << "You take the target out of the stake."
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else
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pinned_target.loc = get_turf_loc(user)
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user << "You take the target out of the stake."
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pinned_target = null
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// Targets, the things that actually get shot!
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/obj/item/target
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name = "shooting target"
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desc = "A shooting target."
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icon = 'objects.dmi'
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icon_state = "target_h"
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density = 0
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var/hp = 1800
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var/icon/virtualIcon
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var/list/bulletholes = list()
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Del()
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// if a target is deleted and associated with a stake, force stake to forget
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for(var/obj/structure/target_stake/T in view(3,src))
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if(T.pinned_target == src)
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T.pinned_target = null
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T.density = 1
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break
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..() // delete target
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Move()
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..()
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// After target moves, check for nearby stakes. If associated, move to target
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for(var/obj/structure/target_stake/M in view(3,src))
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if(M.density == 0 && M.pinned_target == src)
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M.loc = loc
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// This may seem a little counter-intuitive but I assure you that's for a purpose.
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// Stakes are the ones that carry targets, yes, but in the stake code we set
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// a stake's density to 0 meaning it can't be pushed anymore. Instead of pushing
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// the stake now, we have to push the target.
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attackby(obj/item/W as obj, mob/user as mob)
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if (istype(W, /obj/item/weapon/weldingtool))
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if(W:welding == 1)
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overlays = null
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usr << "You slice off [src]'s uneven chunks of aluminum and scorch marks."
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return
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attack_hand(mob/user as mob)
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// taking pinned targets off!
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var/obj/structure/target_stake/stake
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for(var/obj/structure/target_stake/T in view(3,src))
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if(T.pinned_target == src)
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stake = T
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break
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if(stake)
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if(stake.pinned_target)
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stake.density = 1
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density = 0
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layer = OBJ_LAYER
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loc = user.loc
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if(ishuman(user))
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if(!user.get_active_hand())
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user.put_in_hand(src)
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user << "You take the target out of the stake."
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else
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src.loc = get_turf_loc(user)
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user << "You take the target out of the stake."
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stake.pinned_target = null
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return
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else
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..()
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syndicate
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icon_state = "target_s"
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desc = "A shooting target that looks like a syndicate scum."
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hp = 2600 // i guess syndie targets are sturdier?
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alien
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icon_state = "target_q"
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desc = "A shooting target that looks like a xenomorphic alien."
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hp = 2350 // alium onest too kinda
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/obj/item/target/bullet_act(var/obj/item/projectile/Proj)
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var/p_x = Proj.p_x + pick(0,0,0,0,0,-1,1) // really ugly way of coding "sometimes offset Proj.p_x!"
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var/p_y = Proj.p_y + pick(0,0,0,0,0,-1,1)
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var/decaltype = 1 // 1 - scorch, 2 - bullet
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if(istype(/obj/item/projectile/bullet, Proj))
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decaltype = 2
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virtualIcon = new(icon, icon_state)
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if( virtualIcon.GetPixel(p_x, p_y) ) // if the located pixel isn't blank (null)
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hp -= Proj.damage
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if(hp <= 0)
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for(var/mob/O in oviewers())
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if ((O.client && !( O.blinded )))
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O << "\red [src] breaks into tiny pieces and collapses!"
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del(src)
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// Create a temporary object to represent the damage
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var/obj/bmark = new
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bmark.pixel_x = p_x
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bmark.pixel_y = p_y
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bmark.icon = 'effects.dmi'
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bmark.layer = 3.5
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bmark.icon_state = "scorch"
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if(decaltype == 1)
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// Energy weapons are hot. they scorch!
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// offset correction
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bmark.pixel_x--
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bmark.pixel_y--
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if(Proj.damage >= 20 || istype(Proj, /obj/item/projectile/practice))
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bmark.icon_state = "scorch"
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bmark.dir = pick(NORTH,SOUTH,EAST,WEST) // random scorch design
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else
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bmark.icon_state = "light_scorch"
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else
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// Bullets are hard. They make dents!
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bmark.icon_state = "dent"
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if(Proj.damage >= 10 && bulletholes.len <= 35) // maximum of 35 bullet holes
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if(decaltype == 2) // bullet
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if(prob(Proj.damage+30)) // bullets make holes more commonly!
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new/datum/bullethole(src, bmark.pixel_x, bmark.pixel_y) // create new bullet hole
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else // Lasers!
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if(prob(Proj.damage-10)) // lasers make holes less commonly
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new/datum/bullethole(src, bmark.pixel_x, bmark.pixel_y) // create new bullet hole
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// draw bullet holes
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for(var/datum/bullethole/B in bulletholes)
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virtualIcon.DrawBox(null, B.b1x1, B.b1y, B.b1x2, B.b1y) // horizontal line, left to right
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virtualIcon.DrawBox(null, B.b2x, B.b2y1, B.b2x, B.b2y2) // vertical line, top to bottom
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overlays += bmark // add the decal
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icon = virtualIcon // apply bulletholes over decals
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return
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return -1 // the bullet/projectile goes through the target! Ie, you missed
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// Small memory holder entity for transparent bullet holes
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/datum/bullethole
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// First box
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var/b1x1 = 0
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var/b1x2 = 0
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var/b1y = 0
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// Second box
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var/b2x = 0
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var/b2y1 = 0
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var/b2y2 = 0
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New(var/obj/item/target/Target, var/pixel_x = 0, var/pixel_y = 0)
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if(!Target) return
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// Randomize the first box
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b1x1 = pixel_x - pick(1,1,1,1,2,2,3,3,4)
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b1x2 = pixel_x + pick(1,1,1,1,2,2,3,3,4)
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b1y = pixel_y
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if(prob(35))
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b1y += rand(-4,4)
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// Randomize the second box
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b2x = pixel_x
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if(prob(35))
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b2x += rand(-4,4)
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b2y1 = pixel_y + pick(1,1,1,1,2,2,3,3,4)
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b2y2 = pixel_y - pick(1,1,1,1,2,2,3,3,4)
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Target.bulletholes.Add(src)
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