mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-07-16 09:34:21 +01:00
-tg- Move Refactor
This commit ports /tg/'s move refactor. The throwing system has been replaced entirely, removing the necessity of throw_at_fast and resolving multiple outstanding issues, such as crossbows being unusable. Spacedrifting has also been upgraded to function with the new throwing system. It is now it's own process. Tickcomp has been killed, and the config values have been adjusted to more or less match live Paradise. All mobs now share a common Bump() proc. There are only four mobtypes which do not, including humans and simple animals. With the exception of mob types that do not ever want to Bump() or be Bumped(), they should call the parent proc. Human movement slowdown has been moderately tweaked in how it stacks effects; It shouldn't be significantly different from a player perspective. Mobs will now spread fire if they bump into another mob. I don't want to set the world on fiiiire, I just want start a flame in your heart~ For player facing changes: Input delay has been reduced by roughly ~50ms for any direction keys, by advantage of a previously unknown flag on byond verbs which allow them to operate independently from the tick rate of the server. You may need to clear your interface.dmf file if you have a custom skin for this change to function.
This commit is contained in:
@@ -104,9 +104,9 @@
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/obj/structure/alien/resin/hitby(atom/movable/AM)
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..()
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var/tforce = 0
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if(!isobj(AM))
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if(ismob(AM))
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tforce = 10
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else
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else if(isobj(AM))
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var/obj/O = AM
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tforce = O.throwforce
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playsound(loc, 'sound/effects/attackblob.ogg', 100, 1)
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@@ -67,7 +67,7 @@
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/obj/item/clothing/gloves/color/black = 20,
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/obj/item/clothing/head/hardhat = 10,
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/obj/item/clothing/head/hardhat/red = 10,
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/obj/item/clothing/head/that{throwforce = 1; throwing = 1} = 10,
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/obj/item/clothing/head/that = 10,
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/obj/item/clothing/head/ushanka = 10,
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/obj/item/clothing/head/welding = 10,
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/obj/item/clothing/mask/gas = 10,
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+21
-34
@@ -61,6 +61,8 @@ var/global/image/fire_overlay = image("icon" = 'icons/goonstation/effects/fire.d
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var/block_chance = 0
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var/hit_reaction_chance = 0 //If you want to have something unrelated to blocking/armour piercing etc. Maybe not needed, but trying to think ahead/allow more freedom
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var/mob/thrownby = null
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var/toolspeed = 1 // If this item is a tool, the speed multiplier
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/* Species-specific sprites, concept stolen from Paradise//vg/.
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@@ -217,7 +219,8 @@ var/global/image/fire_overlay = image("icon" = 'icons/goonstation/effects/fire.d
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var/obj/item/weapon/storage/S = src.loc
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S.remove_from_storage(src)
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src.throwing = 0
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if(throwing)
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throwing.finalize(FALSE)
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if(loc == user)
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if(!user.unEquip(src))
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return 0
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@@ -231,36 +234,6 @@ var/global/image/fire_overlay = image("icon" = 'icons/goonstation/effects/fire.d
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user.put_in_active_hand(src)
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return 1
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/obj/item/attack_alien(mob/user as mob)
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if(isalien(user)) // -- TLE
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var/mob/living/carbon/alien/A = user
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if(!A.has_fine_manipulation)
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if(src in A.contents) // To stop Aliens having items stuck in their pockets
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A.unEquip(src)
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to_chat(user, "Your claws aren't capable of such fine manipulation.")
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return
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if(istype(src.loc, /obj/item/weapon/storage))
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for(var/mob/M in range(1, src.loc))
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if(M.s_active == src.loc)
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if(M.client)
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M.client.screen -= src
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src.throwing = 0
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if(src.loc == user)
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if(!user.unEquip(src))
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return
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else
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if(istype(src.loc, /mob/living))
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return
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src.pickup(user)
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user.put_in_active_hand(src)
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return
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/obj/item/attack_alien(mob/user as mob)
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var/mob/living/carbon/alien/A = user
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@@ -323,9 +296,6 @@ var/global/image/fire_overlay = image("icon" = 'icons/goonstation/effects/fire.d
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/obj/item/proc/talk_into(mob/M, var/text, var/channel=null)
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return
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/obj/item/proc/moved(mob/user, old_loc)
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return
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/obj/item/proc/dropped(mob/user)
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for(var/X in actions)
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var/datum/action/A = X
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@@ -546,6 +516,23 @@ var/global/image/fire_overlay = image("icon" = 'icons/goonstation/effects/fire.d
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throw_at(S,14,3)
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else ..()
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/obj/item/throw_impact(atom/A)
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if(A && !qdeleted(A))
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var/itempush = 1
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if(w_class < 4)
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itempush = 0 // too light to push anything
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return A.hitby(src, 0, itempush)
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/obj/item/throw_at(atom/target, range, speed, mob/thrower, spin=1, diagonals_first = 0, datum/callback/callback)
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thrownby = thrower
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callback = CALLBACK(src, .proc/after_throw, callback) //replace their callback with our own
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. = ..(target, range, speed, thrower, spin, diagonals_first, callback)
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/obj/item/proc/after_throw(datum/callback/callback)
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if(callback) //call the original callback
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. = callback.Invoke()
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throw_speed = initial(throw_speed) //explosions change this.
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/obj/item/proc/pwr_drain()
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return 0 // Process Kill
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@@ -151,7 +151,7 @@ var/list/tape_roll_applications = list()
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if(!density) return 1
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if(height==0) return 1
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if((mover.pass_flags & PASSTABLE || istype(mover, /obj/effect/meteor) || mover.throwing == 1) )
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if((mover.pass_flags & PASSTABLE || istype(mover, /obj/effect/meteor) || mover.throwing))
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return 1
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else if(ismob(mover) && allowed(mover))
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return 1
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@@ -115,7 +115,7 @@
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last = C
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break
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/obj/item/weapon/twohanded/rcl/moved(mob/user, turf/old_loc, direct)
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/obj/item/weapon/twohanded/rcl/on_mob_move(direct, mob/user)
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if(active)
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trigger(user)
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@@ -111,10 +111,10 @@
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/obj/item/weapon/dice/attack_self(mob/user as mob)
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diceroll(user)
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/obj/item/weapon/dice/throw_at(atom/target, range, speed, mob/user as mob)
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/obj/item/weapon/dice/throw_at(atom/target, range, speed, mob/thrower, spin=1, diagonals_first = 0, datum/callback/callback)
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if(!..())
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return
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diceroll(user)
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diceroll(thrower)
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/obj/item/weapon/dice/proc/diceroll(mob/user)
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result = rand(1, sides)
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@@ -133,7 +133,7 @@
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user.visible_message("<span class='notice'>[user] has thrown [src]. It lands on [result]. [comment]</span>", \
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"<span class='notice'>You throw [src]. It lands on [result]. [comment]</span>", \
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"<span class='italics'>You hear [src] rolling, it sounds like a [fake_result].</span>")
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else if(src.throwing == 0) //Dice was thrown and is coming to rest
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else if(!throwing) //Dice was thrown and is coming to rest
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visible_message("<span class='notice'>[src] rolls to a stop, landing on [result]. [comment]</span>")
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/obj/item/weapon/dice/d20/e20/diceroll(mob/user as mob, thrown)
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@@ -316,4 +316,7 @@ a {
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for(var/obj/item/Item in contents) //Empty out the contents
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Item.forceMove(new_loc)
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if(burn)
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Item.fire_act() //Set them on fire, too
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Item.fire_act() //Set them on fire, too
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/obj/proc/on_mob_move(dir, mob/user)
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return
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@@ -56,7 +56,7 @@
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if(throwing) // you keep some momentum when getting out of a thrown closet
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step(AM, dir)
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if(throwing)
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throwing = 0
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throwing.finalize(FALSE)
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/obj/structure/closet/proc/open()
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if(opened)
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@@ -327,7 +327,7 @@
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/obj/structure/closet/attack_hand(mob/user)
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add_fingerprint(user)
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toggle(user)
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/obj/structure/closet/attack_ghost(mob/user)
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if(user.can_advanced_admin_interact())
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toggle(user)
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@@ -297,8 +297,8 @@
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tforce = 5
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else if(isobj(AM))
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if(prob(50))
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var/obj/item/I = AM
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tforce = max(0, I.throwforce * 0.5)
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var/obj/O = AM
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tforce = max(0, O.throwforce * 0.5)
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else if(anchored && !broken)
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var/turf/T = get_turf(src)
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var/obj/structure/cable/C = T.get_cable_node()
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@@ -190,7 +190,7 @@
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layer = 2.0
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var/obj/structure/morgue/connected = null
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anchored = 1.0
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throwpass = 1
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pass_flags = LETPASSTHROW
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/obj/structure/m_tray/attack_hand(mob/user as mob)
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@@ -432,7 +432,7 @@
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layer = 2.0
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var/obj/structure/crematorium/connected = null
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anchored = 1.0
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throwpass = 1
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pass_flags = LETPASSTHROW
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/obj/structure/c_tray/attack_hand(mob/user as mob)
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if(connected)
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@@ -18,7 +18,7 @@
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density = 1
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anchored = 1.0
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layer = 2.8
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throwpass = 1 //You can throw objects over this, despite it's density.")
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pass_flags = LETPASSTHROW
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climbable = 1
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var/parts = /obj/item/weapon/table_parts
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@@ -127,7 +127,8 @@
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return
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/obj/structure/table/CanPass(atom/movable/mover, turf/target, height=0)
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if(height==0) return 1
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if(height == 0)
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return 1
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if(istype(mover,/obj/item/projectile))
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return (check_cover(mover,target))
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if(ismob(mover))
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@@ -136,6 +137,8 @@
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return 1
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if(istype(mover) && mover.checkpass(PASSTABLE))
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return 1
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if(mover.throwing)
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return 1
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if(locate(/obj/structure/table) in get_turf(mover))
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return 1
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if(flipped)
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@@ -526,7 +529,7 @@
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icon_state = "rack"
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density = 1
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anchored = 1.0
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throwpass = 1 //You can throw objects over this, despite it's density.
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pass_flags = LETPASSTHROW
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var/parts = /obj/item/weapon/rack_parts
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var/health = 5
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@@ -563,6 +566,8 @@
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return 1
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if(istype(mover) && mover.checkpass(PASSTABLE))
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return 1
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if(mover.throwing)
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return 1
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else
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return 0
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@@ -108,22 +108,24 @@ var/global/wcCommon = pick(list("#379963", "#0d8395", "#58b5c3", "#49e46e", "#8f
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return 1
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/obj/structure/window/hitby(atom/movable/AM)
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if(!CanPass(AM, get_step(src, AM.dir))) //So thrown objects that cross a tile with non-full windows will no longer hit the window even if it isn't visually obstructing the path.
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..()
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var/tforce = 0
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if(isobj(AM))
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var/obj/item/I = AM
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tforce = I.throwforce
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if(reinf) tforce *= 0.25
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playsound(loc, 'sound/effects/Glasshit.ogg', 100, 1)
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health = max(0, health - tforce)
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if(health <= 7 && !reinf)
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anchored = 0
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update_nearby_icons()
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step(src, get_dir(AM, src))
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if(health <= 0)
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destroy()
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/obj/structure/window/hitby(atom/movable/AM)
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..()
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var/tforce = 0
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if(ismob(AM))
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tforce = 10
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else if(isobj(AM))
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var/obj/O = AM
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tforce = O.throwforce
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if(reinf)
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tforce *= 0.25
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playsound(loc, 'sound/effects/Glasshit.ogg', 100, 1)
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health = max(0, health - tforce)
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if(health <= 7 && !reinf)
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anchored = 0
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update_nearby_icons()
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step(src, get_dir(AM, src))
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if(health <= 0)
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destroy()
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/obj/structure/window/attack_hand(mob/user as mob)
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@@ -2,8 +2,3 @@
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name = "weapon"
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icon = 'icons/obj/weapons.dmi'
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hitsound = "swing_hit"
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/obj/item/weapon/Bump(mob/M as mob)
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spawn(0)
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..()
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return
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