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https://github.com/ParadiseSS13/Paradise.git
synced 2026-07-16 01:23:41 +01:00
Merge pull request #3135 from Fox-McCloud/timestop
Timestop Spell Port and Sepia Slimes
This commit is contained in:
@@ -31,6 +31,7 @@
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var/atom/original = null // the original target clicked
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var/turf/starting = null // the projectile's starting turf
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var/list/permutated = list() // we've passed through these atoms, don't try to hit them again
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var/paused = FALSE //for suspending the projectile midair
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var/p_x = 16
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var/p_y = 16 // the pixel location of the tile that the player clicked. Default is the center
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@@ -202,73 +203,74 @@
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if(kill_count < 1)
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del(src)
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return
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kill_count--
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if((!( current ) || loc == current))
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current = locate(Clamp(x+xo,1,world.maxx),Clamp(y+yo,1,world.maxy),z)
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if(!paused)
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kill_count--
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if((!( current ) || loc == current))
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current = locate(Clamp(x+xo,1,world.maxx),Clamp(y+yo,1,world.maxy),z)
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if(!Angle)
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Angle=round(Get_Angle(src,current))
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//world << "[Angle] angle"
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//overlays.Cut()
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//var/icon/I=new(initial(icon),icon_state) //using initial(icon) makes sure that the angle for that is reset as well
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//I.Turn(Angle)
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//I.DrawBox(rgb(255,0,0,50),1,1,32,32)
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//icon = I
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if(spread) //Chaotic spread
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Angle += (rand() - 0.5) * spread
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var/matrix/M = new//matrix(transform)
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M.Turn(Angle)
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transform = M
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if(!Angle)
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Angle=round(Get_Angle(src,current))
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//world << "[Angle] angle"
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//overlays.Cut()
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//var/icon/I=new(initial(icon),icon_state) //using initial(icon) makes sure that the angle for that is reset as well
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//I.Turn(Angle)
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//I.DrawBox(rgb(255,0,0,50),1,1,32,32)
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//icon = I
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if(spread) //Chaotic spread
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Angle += (rand() - 0.5) * spread
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var/matrix/M = new//matrix(transform)
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M.Turn(Angle)
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transform = M
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var/Pixel_x=round(sin(Angle)+16*sin(Angle)*2)
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var/Pixel_y=round(cos(Angle)+16*cos(Angle)*2)
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var/pixel_x_offset = pixel_x + Pixel_x
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var/pixel_y_offset = pixel_y + Pixel_y
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var/new_x = x
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var/new_y = y
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//Not sure if using whiles for this is good
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while(pixel_x_offset > 16)
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//world << "Pre-adjust coords (x++): xy [pixel_x] xy offset [pixel_x_offset]"
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pixel_x_offset -= 32
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pixel_x -= 32
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new_x++// x++
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while(pixel_x_offset < -16)
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//world << "Pre-adjust coords (x--): xy [pixel_x] xy offset [pixel_x_offset]"
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pixel_x_offset += 32
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pixel_x += 32
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new_x--
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var/Pixel_x=round(sin(Angle)+16*sin(Angle)*2)
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var/Pixel_y=round(cos(Angle)+16*cos(Angle)*2)
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var/pixel_x_offset = pixel_x + Pixel_x
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var/pixel_y_offset = pixel_y + Pixel_y
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var/new_x = x
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var/new_y = y
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//Not sure if using whiles for this is good
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while(pixel_x_offset > 16)
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//world << "Pre-adjust coords (x++): xy [pixel_x] xy offset [pixel_x_offset]"
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pixel_x_offset -= 32
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pixel_x -= 32
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new_x++// x++
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while(pixel_x_offset < -16)
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//world << "Pre-adjust coords (x--): xy [pixel_x] xy offset [pixel_x_offset]"
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pixel_x_offset += 32
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pixel_x += 32
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new_x--
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while(pixel_y_offset > 16)
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//world << "Pre-adjust coords (y++): py [pixel_y] py offset [pixel_y_offset]"
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pixel_y_offset -= 32
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pixel_y -= 32
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new_y++
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while(pixel_y_offset < -16)
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//world << "Pre-adjust coords (y--): py [pixel_y] py offset [pixel_y_offset]"
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pixel_y_offset += 32
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pixel_y += 32
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new_y--
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while(pixel_y_offset > 16)
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//world << "Pre-adjust coords (y++): py [pixel_y] py offset [pixel_y_offset]"
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pixel_y_offset -= 32
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pixel_y -= 32
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new_y++
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while(pixel_y_offset < -16)
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//world << "Pre-adjust coords (y--): py [pixel_y] py offset [pixel_y_offset]"
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pixel_y_offset += 32
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pixel_y += 32
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new_y--
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speed = round(speed) //Just in case.
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step_towards(src, locate(new_x, new_y, z)) //Original projectiles stepped towards 'current'
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if(speed <= 1) //We should really only animate at speed 2
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pixel_x = pixel_x_offset
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pixel_y = pixel_y_offset
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else
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animate(src, pixel_x = pixel_x_offset, pixel_y = pixel_y_offset, time = max(1, (speed <= 3 ? speed - 1 : speed)))
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speed = round(speed) //Just in case.
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step_towards(src, locate(new_x, new_y, z)) //Original projectiles stepped towards 'current'
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if(speed <= 1) //We should really only animate at speed 2
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pixel_x = pixel_x_offset
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pixel_y = pixel_y_offset
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else
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animate(src, pixel_x = pixel_x_offset, pixel_y = pixel_y_offset, time = max(1, (speed <= 3 ? speed - 1 : speed)))
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/*
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var/turf/T = get_turf(src)
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if(T)
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T.color = "#6666FF"
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spawn(10)
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T.color = initial(T.color)
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*/
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/*
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var/turf/T = get_turf(src)
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if(T)
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T.color = "#6666FF"
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spawn(10)
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T.color = initial(T.color)
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*/
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if(!bumped && ((original && original.layer>=2.75) || ismob(original)))
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if(loc == get_turf(original))
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if(!(original in permutated))
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Bump(original)
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if(!bumped && ((original && original.layer>=2.75) || ismob(original)))
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if(loc == get_turf(original))
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if(!(original in permutated))
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Bump(original)
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Range()
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sleep(max(1, speed))
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else
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@@ -277,19 +279,20 @@
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if(kill_count < 1)
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del(src)
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return
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kill_count--
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if((!( current ) || loc == current))
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current = locate(Clamp(x+xo,1,world.maxx),Clamp(y+yo,1,world.maxy),z)
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if(!Angle)
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Angle=round(Get_Angle(src,current))
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var/matrix/M = new//matrix(transform)
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M.Turn(Angle)
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transform = M //So there's no need to give icons directions again
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step_towards(src, current)
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if(!bumped && ((original && original.layer>=2.75) || ismob(original)))
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if(loc == get_turf(original))
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if(!(original in permutated))
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Bump(original)
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if(!paused)
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kill_count--
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if((!( current ) || loc == current))
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current = locate(Clamp(x+xo,1,world.maxx),Clamp(y+yo,1,world.maxy),z)
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if(!Angle)
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Angle=round(Get_Angle(src,current))
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var/matrix/M = new//matrix(transform)
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M.Turn(Angle)
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transform = M //So there's no need to give icons directions again
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step_towards(src, current)
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if(!bumped && ((original && original.layer>=2.75) || ismob(original)))
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if(loc == get_turf(original))
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if(!(original in permutated))
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Bump(original)
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Range()
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sleep(1)
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@@ -491,11 +491,28 @@
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var/obj/item/weapon/slimesteroid2/P = new /obj/item/weapon/slimesteroid2
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P.loc = get_turf(holder.my_atom)
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//Sepia
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slimestop
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name = "Slime Stop"
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id = "m_stop"
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result = null
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required_reagents = list("plasma" = 1)
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result_amount = 1
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required_container = /obj/item/slime_extract/sepia
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required_other = 1
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on_reaction(datum/reagents/holder)
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feedback_add_details("slime_cores_used","[type]")
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spawn(0) //otherwise the reagent won't be used up until after the full timstop is gone through.
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var/mob/mob = get_mob_by_key(holder.my_atom.fingerprintslast)
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var/obj/effect/timestop/T = new (get_turf(holder.my_atom))
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T.immune += mob
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T.timestop()
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slimecamera
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name = "Slime Camera"
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id = "m_camera"
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result = null
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required_reagents = list("plasma" = 1)
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required_reagents = list("water" = 1)
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result_amount = 1
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required_container = /obj/item/slime_extract/sepia
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required_other = 1
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@@ -205,7 +205,7 @@
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/obj/item/weapon/sentience_potion/afterattack(mob/living/M, mob/user)
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if(being_used || !ismob(M))
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return
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if(!isslime(M) && !isanimal(M) || M.ckey) //only works on animals that aren't player controlled
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if(!isanimal(M) || M.ckey) //only works on animals that aren't player controlled
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user << "<span class='warning'>[M] is already too intelligent for this to work!</span>"
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return ..()
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if(M.stat)
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@@ -351,6 +351,81 @@
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if(!uses)
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qdel(src)
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/obj/effect/timestop
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anchored = 1
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name = "chronofield"
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desc = "ZA WARUDO"
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icon = 'icons/effects/160x160.dmi'
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icon_state = "time"
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layer = FLY_LAYER
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pixel_x = -64
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pixel_y = -64
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unacidable = 1
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mouse_opacity = 0
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var/mob/living/immune = list() // the one who creates the timestop is immune
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var/list/stopped_atoms = list()
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var/freezerange = 2
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var/duration = 140
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alpha = 125
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/obj/effect/timestop/New()
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..()
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for(var/mob/living/M in player_list)
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for(var/obj/effect/proc_holder/spell/aoe_turf/conjure/timestop/T in M.mind.spell_list) //People who can stop time are immune to timestop
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immune |= M
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/obj/effect/timestop/proc/timestop()
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playsound(get_turf(src), 'sound/magic/TIMEPARADOX2.ogg', 100, 1, -1)
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for(var/i in 1 to duration-1)
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for(var/A in orange (freezerange, src.loc))
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if(istype(A, /mob/living))
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var/mob/living/M = A
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if(M in immune)
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continue
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M.stunned = 10
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M.anchored = 1
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if(istype(M, /mob/living/simple_animal/hostile))
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var/mob/living/simple_animal/hostile/H = M
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H.AIStatus = AI_OFF
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H.LoseTarget()
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stopped_atoms |= M
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else if(istype(A, /obj/item/projectile))
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var/obj/item/projectile/P = A
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P.paused = TRUE
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stopped_atoms |= P
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for(var/mob/living/M in stopped_atoms)
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if(get_dist(get_turf(M),get_turf(src)) > freezerange) //If they lagged/ran past the timestop somehow, just ignore them
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unfreeze_mob(M)
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stopped_atoms -= M
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sleep(1)
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//End
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for(var/mob/living/M in stopped_atoms)
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unfreeze_mob(M)
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for(var/obj/item/projectile/P in stopped_atoms)
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P.paused = FALSE
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qdel(src)
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return
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/obj/effect/timestop/proc/unfreeze_mob(mob/living/M)
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M.stunned = 0
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M.anchored = 0
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if(istype(M, /mob/living/simple_animal/hostile))
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var/mob/living/simple_animal/hostile/H = M
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H.AIStatus = initial(H.AIStatus)
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/obj/effect/timestop/wizard
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duration = 100
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/obj/effect/timestop/wizard/New()
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..()
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timestop()
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/obj/item/stack/tile/bluespace
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name = "bluespace floor tile"
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singular_name = "floor tile"
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