Thrown items can be targeted, has miss chance...

...based on distance, similar to projectiles.

Conflicts:
	code/defines/obj.dm
	code/game/machinery/kitchen/smartfridge.dm
	code/game/machinery/vending.dm
	code/game/mecha/equipment/weapons/weapons.dm
	code/modules/games/cards.dm
	code/modules/mob/living/carbon/carbon.dm
	code/modules/mob/living/living_defense.dm
This commit is contained in:
mwerezak
2014-07-15 01:14:04 -04:00
committed by ZomgPonies
parent ee3b362f8e
commit a07b7a5ce3
21 changed files with 275 additions and 33 deletions
+1 -1
View File
@@ -141,7 +141,7 @@ var/const/tk_maxrange = 15
else
apply_focus_overlay()
focus.throw_at(target, 10, 1)
focus.throw_at(target, 10, 1, user)
last_throw = world.time
return
+1 -3
View File
@@ -387,9 +387,7 @@ var/global/list/PDA_Manifest = list()
throw_speed = 1
throw_range = 20
flags = FPRINT | TABLEPASS | CONDUCT
// afterattack(atom/target as mob|obj|turf|area, mob/user as mob)
// user.drop_item()
// src.throw_at(target, throw_range, throw_speed)
/obj/effect/stop
var/victim = null
+7 -1
View File
@@ -7,6 +7,8 @@
var/l_move_time = 1
var/m_flag = 1
var/throwing = 0
var/thrower
var/turf/throw_source = null
var/throw_speed = 2
var/throw_range = 7
var/moved_recently = 0
@@ -83,11 +85,13 @@
if(A.density && !A.throwpass) // **TODO: Better behaviour for windows which are dense, but shouldn't always stop movement
src.throw_impact(A,speed)
/atom/movable/proc/throw_at(atom/target, range, speed)
/atom/movable/proc/throw_at(atom/target, range, speed, thrower)
if(!target || !src) return 0
//use a modified version of Bresenham's algorithm to get from the atom's current position to that of the target
src.throwing = 1
src.thrower = thrower
src.throw_source = get_turf(src) //store the origin turf
if(usr)
if(M_HULK in usr.mutations)
@@ -176,6 +180,8 @@
//done throwing, either because it hit something or it finished moving
if(isobj(src)) src.throw_impact(get_turf(src),speed)
src.throwing = 0
src.thrower = null
src.throw_source = null
//Overlays
+1 -1
View File
@@ -396,7 +396,7 @@
if ( emagged ) // Warning, hungry humans detected: throw fertilizer at them
spawn(0)
fert.loc = src.loc
fert.throw_at(target, 16, 3)
fert.throw_at(target, 16, 3, src)
src.visible_message("\red <b>[src] launches [fert.name] at [target.name]!</b>")
flick("farmbot_broke", src)
spawn (FARMBOT_EMAG_DELAY)
+1 -1
View File
@@ -172,7 +172,7 @@
var/obj/item/meatslab = allmeat[i]
var/turf/Tx = locate(src.x - i, src.y, src.z)
meatslab.loc = src.loc
meatslab.throw_at(Tx,i,3)
meatslab.throw_at(Tx,i,3,src)
if (!Tx.density)
new /obj/effect/decal/cleanable/blood/gibs(Tx,i)
src.operating = 0
@@ -203,5 +203,3 @@
+1 -1
View File
@@ -545,7 +545,7 @@
if (!throw_item)
return 0
spawn(0)
throw_item.throw_at(target, 16, shoot_speed)
throw_item.throw_at(target, 16, 3, src)
src.visible_message("\red <b>[src] launches [throw_item.name] at [target.name]!</b>")
return 1
+1 -1
View File
@@ -475,7 +475,7 @@
return
else if(target!=locked)
if(locked in view(chassis))
locked.throw_at(target, 14, 1.5)
locked.throw_at(target, 14, 1.5, chassis)
locked = null
send_byjax(chassis.occupant,"exosuit.browser","\ref[src]",src.get_equip_info())
set_ready_state(0)
+5 -5
View File
@@ -312,7 +312,7 @@
var/obj/item/missile/M = new projectile(chassis.loc)
M.primed = 1
playsound(chassis, fire_sound, 50, 1)
M.throw_at(target, missile_range, missile_speed)
M.throw_at(target, missile_range, missile_speed, chassis)
projectiles--
log_message("Fired from [src.name], targeting [target].")
do_after_cooldown()
@@ -349,7 +349,7 @@
set_ready_state(0)
var/obj/item/weapon/grenade/flashbang/F = new projectile(chassis.loc)
playsound(chassis, fire_sound, 50, 1)
F.throw_at(target, missile_range, missile_speed)
F.throw_at(target, missile_range, missile_speed, chassis)
projectiles--
log_message("Fired from [src.name], targeting [target].")
spawn(det_time)
@@ -391,7 +391,7 @@
set_ready_state(0)
var/obj/item/weapon/bananapeel/B = new projectile(chassis.loc)
playsound(chassis, fire_sound, 60, 1)
B.throw_at(target, missile_range, missile_speed)
B.throw_at(target, missile_range, missile_speed, chassis)
projectiles--
log_message("Bananed from [src.name], targeting [target]. HONK!")
do_after_cooldown()
@@ -422,8 +422,8 @@
var/obj/item/device/assembly/mousetrap/M = new projectile(chassis.loc)
M.secured = 1
playsound(chassis, fire_sound, 60, 1)
M.throw_at(target, missile_range, missile_speed)
M.throw_at(target, missile_range, missile_speed, chassis)
projectiles--
log_message("Launched a mouse-trap from [src.name], targeting [target]. HONK!")
do_after_cooldown()
return
return
@@ -151,16 +151,19 @@
C = usr.buckled
var/obj/B = usr.buckled
var/movementdirection = turn(direction,180)
if(C) C.propelled = 1
B.Move(get_step(usr,movementdirection), movementdirection)
sleep(1)
if(C) C.propelled = 4
B.Move(get_step(usr,movementdirection), movementdirection)
sleep(1)
B.Move(get_step(usr,movementdirection), movementdirection)
if(C) C.propelled = 3
sleep(1)
B.Move(get_step(usr,movementdirection), movementdirection)
sleep(1)
B.Move(get_step(usr,movementdirection), movementdirection)
if(C) C.propelled = 2
sleep(2)
B.Move(get_step(usr,movementdirection), movementdirection)
if(C) C.propelled = 1
sleep(2)
B.Move(get_step(usr,movementdirection), movementdirection)
if(C) C.propelled = 0
@@ -136,7 +136,7 @@
if(propelled)
var/mob/living/occupant = buckled_mob
unbuckle()
occupant.throw_at(A, 3, 2)
occupant.throw_at(A, 3, propelled)
occupant.apply_effect(6, STUN, 0)
occupant.apply_effect(6, WEAKEN, 0)
occupant.apply_effect(6, STUTTER, 0)
@@ -136,7 +136,12 @@
if(propelled || (pulling && (pulling.a_intent == "harm")))
var/mob/living/occupant = buckled_mob
unbuckle()
occupant.throw_at(A, 3, 2)
if (pulling && (pulling.a_intent == "hurt"))
occupant.throw_at(A, 3, 3, pulling)
else if (propelled)
occupant.throw_at(A, 3, propelled)
occupant.apply_effect(6, STUN, 0)
occupant.apply_effect(6, WEAKEN, 0)
occupant.apply_effect(6, STUTTER, 0)
+222
View File
@@ -0,0 +1,222 @@
/datum/playingcard
var/name = "playing card"
var/card_icon = "card_back"
/obj/item/weapon/deck
name = "deck of cards"
desc = "A simple deck of playing cards."
icon = 'icons/obj/playing_cards.dmi'
icon_state = "deck"
w_class = 2
var/list/cards = list()
/obj/item/weapon/deck/New()
..()
var/datum/playingcard/P
for(var/suit in list("spades","clubs","diamonds","hearts"))
var/colour
if(suit == "spades" || suit == "clubs")
colour = "black_"
else
colour = "red_"
for(var/number in list("ace","two","three","four","five","six","seven","eight","nine","ten"))
P = new()
P.name = "[number] of [suit]"
P.card_icon = "[colour]num"
cards += P
for(var/number in list("jack","queen","king"))
P = new()
P.name = "[number] of [suit]"
P.card_icon = "[colour]col"
cards += P
for(var/i = 0,i<2,i++)
P = new()
P.name = "joker"
P.card_icon = "joker"
cards += P
/obj/item/weapon/deck/attackby(obj/O as obj, mob/user as mob)
if(istype(O,/obj/item/weapon/hand))
var/obj/item/weapon/hand/H = O
for(var/datum/playingcard/P in H.cards)
cards += P
del(O)
user << "You place your cards on the bottom of the deck."
return
..()
/obj/item/weapon/deck/verb/draw_card()
set category = "Object"
set name = "Draw"
set desc = "Draw a card from a deck."
set src in oview(1)
if(usr.stat || !Adjacent(usr)) return
if(!istype(usr,/mob/living/carbon))
return
var/mob/living/carbon/user = usr
if(!cards.len)
usr << "There are no cards in the deck."
return
var/obj/item/weapon/hand/H
if(user.l_hand && istype(user.l_hand,/obj/item/weapon/hand))
H = user.l_hand
else if(user.r_hand && istype(user.r_hand,/obj/item/weapon/hand))
H = user.r_hand
else
H = new(get_turf(src))
user.put_in_hands(H)
if(!H || !user) return
var/datum/playingcard/P = cards[1]
H.cards += P
cards -= P
H.update_icon()
user.visible_message("\The [user] draws a card.")
user << "It's the [P]."
/obj/item/weapon/deck/verb/deal_card()
set category = "Object"
set name = "Deal"
set desc = "Deal a card from a deck."
if(usr.stat || !Adjacent(usr)) return
if(!cards.len)
usr << "There are no cards in the deck."
return
var/list/players = list()
for(var/mob/living/player in orange(3))
if(!player.stat)
players += player
players -= usr
var/mob/living/M = input("Who do you wish to deal a card?") as null|anything in players
if(!usr || !src || !M) return
var/obj/item/weapon/hand/H = new(get_turf(src))
H.cards += cards[1]
cards -= cards[1]
H.concealed = 1
H.update_icon()
usr.visible_message("\The [usr] deals a card to \the [M].")
H.throw_at(get_step(M,M.dir),10,1,H)
/obj/item/weapon/hand/attackby(obj/O as obj, mob/user as mob)
if(istype(O,/obj/item/weapon/hand))
var/obj/item/weapon/hand/H = O
for(var/datum/playingcard/P in H.cards)
cards += P
del(O)
user.put_in_hands(src)
update_icon()
return
..()
/obj/item/weapon/deck/attack_self(var/mob/user as mob)
var/list/newcards = list()
while(cards.len)
var/datum/playingcard/P = pick(cards)
newcards += P
cards -= P
cards = newcards
user.visible_message("\The [user] shuffles [src].")
/obj/item/weapon/hand
name = "hand of cards"
desc = "Some playing cards."
icon = 'icons/obj/playing_cards.dmi'
icon_state = "empty"
w_class = 1
var/concealed = 0
var/list/cards = list()
/obj/item/weapon/hand/verb/discard()
set category = "Object"
set name = "Discard"
set desc = "Place a card from your hand in front of you."
var/list/to_discard = list()
for(var/datum/playingcard/P in cards)
to_discard[P.name] = P
var/discarding = input("Which card do you wish to put down?") as null|anything in to_discard
if(!discarding || !to_discard[discarding] || !usr || !src) return
var/datum/playingcard/card = to_discard[discarding]
del(to_discard)
var/obj/item/weapon/hand/H = new(src.loc)
H.cards += card
cards -= card
H.concealed = 0
H.update_icon()
usr.visible_message("\The [usr] plays \the [discarding].")
H.loc = get_step(usr,usr.dir)
if(!cards.len)
del(src)
/obj/item/weapon/hand/attack_self(var/mob/user as mob)
concealed = !concealed
update_icon()
user.visible_message("\The [user] [concealed ? "conceals" : "reveals"] their hand.")
/obj/item/weapon/hand/examine()
..()
if((!concealed || src.loc == usr) && cards.len)
usr << "It contains: "
for(var/datum/playingcard/P in cards)
usr << "The [P.name]."
/obj/item/weapon/hand/update_icon()
if(!cards.len)
del(src)
return
else if(cards.len > 1)
name = "hand of cards"
desc = "Some playing cards."
else
name = "a playing card"
desc = "A playing card."
overlays.Cut()
if(cards.len == 1)
var/datum/playingcard/P = cards[1]
var/image/I = new(src.icon, (concealed ? "card_back" : "[P.card_icon]") )
I.pixel_x += (-5+rand(10))
I.pixel_y += (-5+rand(10))
overlays += I
return
var/origin = -12
var/offset = Floor(32/cards.len)
var/i = 0
for(var/datum/playingcard/P in cards)
var/image/I = new(src.icon, (concealed ? "card_back" : "[P.card_icon]") )
I.pixel_x = origin+(offset*i)
overlays += I
i++
+1 -1
View File
@@ -416,7 +416,7 @@
*/
item.throw_at(target, item.throw_range, item.throw_speed)
item.throw_at(target, item.throw_range, item.throw_speed, src)
/mob/living/carbon/fire_act(datum/gas_mixture/air, exposed_temperature, exposed_volume)
..()
@@ -1548,7 +1548,7 @@
status_flags |= LEAPING
src.visible_message("<span class='warning'><b>\The [src]</b> leaps at [T]!</span>")
src.throw_at(get_step(get_turf(T),get_turf(src)), 5, 1)
src.throw_at(get_step(get_turf(T),get_turf(src)), 5, 1, src)
playsound(src.loc, 'sound/voice/shriek1.ogg', 50, 1)
sleep(5)
+15 -5
View File
@@ -72,7 +72,6 @@
/mob/living/hitby(atom/movable/AM as mob|obj,var/speed = 5)//Standardization and logging -Sieve
if(istype(AM,/obj/))
var/obj/O = AM
var/zone = ran_zone("chest",75)//Hits a random part of the body, geared towards the chest
var/dtype = BRUTE
if(istype(O,/obj/item/weapon))
var/obj/item/weapon/W = O
@@ -84,14 +83,25 @@
var/throw_damage = O.throwforce*(speed/5)
var/zone
if (istype(O.thrower, /mob/living))
var/mob/living/L = O.thrower
zone = check_zone(L.zone_sel.selecting)
else
zone = ran_zone("chest",75) //Hits a random part of the body, geared towards the chest
//def_zone = get_zone_with_miss_chance(zone, src, 15*AM.throwing_dist_travelled)
zone = get_zone_with_miss_chance(zone, src) //TODO: store the location of the thrower and adjust miss chance with distance
if (O.throw_source)
var/distance = get_dist(O.throw_source, loc)
zone = get_zone_with_miss_chance(zone, src, min(15*(distance-2), 0))
else
zone = get_zone_with_miss_chance(zone, src, 15)
if(!zone)
visible_message("\blue \The [AM] misses [src] narrowly!")
visible_message("\blue \The [O] misses [src] narrowly!")
return
AM.throwing = 0 //it hit, so stop moving
O.throwing = 0 //it hit, so stop moving
if (istype(src, /mob/living/carbon/human))
var/mob/living/carbon/human/H = src
@@ -148,7 +158,7 @@
//This is called when the mob is thrown into a dense turf
/mob/living/proc/turf_collision(var/turf/T, var/speed)
src.take_organ_damage(speed*4)
src.take_organ_damage(speed*5)
/mob/living/proc/near_wall(var/direction,var/distance=1)
var/turf/T = get_step(get_turf(src),direction)
+1 -1
View File
@@ -110,7 +110,7 @@
user.visible_message("\red [user] fires [src]!", "\red You fire [src]!")
spike.loc = get_turf(src)
spike.throw_at(target,10,fire_force)
spike.throw_at(target,10,fire_force,user)
spike = null
update_icon()
@@ -199,7 +199,7 @@
var/obj/item/weapon/arrow/A = arrow
A.loc = get_turf(user)
A.throw_at(target,10,tension*release_speed)
A.throw_at(target,10,tension*release_speed,user)
arrow = null
tension = 0
icon_state = "crossbow"
@@ -131,7 +131,7 @@
user.visible_message("<span class='danger'>[user] fires [src] and launches [object] at [target]!</span>","<span class='danger'>You fire [src] and launch [object] at [target]!</span>")
src.remove_from_storage(object,user.loc)
object.throw_at(target,10,speed)
object.throw_at(target,10,speed,user)
var/lost_gas_amount = tank.air_contents.total_moles*(pressure_setting/100)
var/datum/gas_mixture/removed = tank.air_contents.remove(lost_gas_amount)
@@ -42,7 +42,7 @@
var/obj/item/missile/M = new projectile(user.loc)
playsound(user.loc, 'sound/effects/bang.ogg', 50, 1)
M.primed = 1
M.throw_at(target, missile_range, missile_speed)
M.throw_at(target, missile_range, missile_speed,user)
message_admins("[key_name_admin(user)] fired a rocket from a rocket launcher ([src.name]).")
log_game("[key_name_admin(user)] used a rocket launcher ([src.name]).")
rockets -= I
+1 -1
View File
@@ -56,7 +56,7 @@
var/obj/item/weapon/grenade/chem_grenade/F = grenades[1] //Now with less copypasta!
grenades -= F
F.loc = user.loc
F.throw_at(target, 30, 2)
F.throw_at(target, 30, 2, user)
message_admins("[key_name_admin(user)] fired a grenade ([F.name]) from a grenade launcher ([src.name]).")
log_game("[key_name_admin(user)] used a grenade ([src.name]).")
F.active = 1