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Spells update. I'm still waiting for that emp_act(), muskets, so I can finish the base spells.
Traps framework complete. Two sample traps. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@885 316c924e-a436-60f5-8080-3fe189b3f50e
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/obj/trap
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/obj/pressure_plate
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name = "pressure plate"
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desc = "A pressure plate that triggers a trap or a few of them."
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density = 0
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var/list/connected_traps_names = list() //mappers, edit this when you place pressure plates on the map. don't forget to make the connected traps have an UNIQUE name
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var/list/connected_traps = list() //actual references to the connected traps. leave empty, it is generated at runtime from connected_traps_names
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var/trigger_type = "mob and obj" //can be "mob", "obj" or "mob and obj", the only moveable types
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/obj/pressure_plate/New()
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..()
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src:visibility = 0
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refresh()
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/obj/pressure_plate/verb/refresh()
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set src in view()
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connected_traps = list() //emptying the list first
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for(var/trap_name in connected_traps_names)
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for(var/obj/trap/the_trap in world)
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if(the_trap.name == trap_name)
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connected_traps += the_trap //adding the trap with the matching name
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/obj/pressure_plate/HasEntered(atom/victim as mob|obj)
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if(victim.density && (trigger_type == "mob and obj" || (trigger_type == "mob" && istype(victim,/mob)) || (trigger_type == "obj" && istype(victim,/obj))))
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for(var/obj/trap/T in connected_traps)
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T.trigger(victim)
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/obj/pressure_plate/Bumped(atom/victim as mob|obj)
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if(victim.density && (trigger_type == "mob and obj" || (trigger_type == "mob" && istype(victim,/mob)) || (trigger_type == "obj" && istype(victim,/obj))))
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for(var/obj/trap/T in connected_traps)
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T.trigger(victim)
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/obj/trap //has three subtypes - /aoe, /area (ie affects an entire area), /single (only the victim is affected)
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name = "trap"
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desc = "It's a trap!"
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density = 0
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var/uses = 1 //how many times it can be triggered
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var/trigger_type = "mob and obj" //can be "mob", "obj" or "mob and obj", the only moveable types. can also be "none" to not be triggered by entering its square (needs to have a pressure plate attached in that case)
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var/target_type = "mob" //if it targets mobs, turfs or objs
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var/include_dense = 1 //if it includes dense targets in the aoe (may be important for some reason). you'll probably want to change it to 1 if you target mobs or objs
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/obj/trap/New()
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..()
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src:visibility = 0 //seriously, it keeps saying "undefined var" when I try to do it in the define
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/obj/trap/HasEntered(victim as mob|obj)
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trigger(victim)
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if(trigger_type == "mob and obj" || (trigger_type == "mob" && istype(victim,/mob)) || (trigger_type == "obj" && istype(victim,/obj)))
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trigger(victim)
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/obj/trap/Bumped(victim as mob|obj)
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trigger(victim)
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if(trigger_type == "mob and obj" || (trigger_type == "mob" && istype(victim,/mob)) || (trigger_type == "obj" && istype(victim,/obj)))
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trigger(victim)
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/obj/trap/proc/trigger(victim)
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if(!uses)
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return
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uses--
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activate(victim)
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/obj/trap/rocksfall
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name = "rocks fall trap"
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desc = "Your DM must really hate you."
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var/aoe_radius = 3 //radius of rocks falling
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var/aoe_include_dense = 0 //if it includes dense tiles in the aoe
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/obj/trap/proc/activate()
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/obj/trap/aoe
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name = "aoe trap"
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desc = "This trap affects a number of mobs, turfs or objs in an aoe"
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var/aoe_radius = 3 //radius of aoe
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var/aoe_range_or_view = "view" //if it includes all tiles in [radius] range or view
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var/rocks_amt = 10 //amount of rocks falling
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var/rocks_seeking = 0 //if 1, rocks fall only on mobs, otherwise it picks the turfs in the area at random
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var/rocks_min_dmg = 50 //min damage per rock
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var/rocks_max_dmg = 100 //max damage per rock
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var/rocks_hit_chance = 100 //the chance for a rock to hit you
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/obj/trap/rocksfall/trigger()
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..()
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/obj/trap/aoe/proc/picktargets()
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var/list/targets = list()
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if(!rocks_seeking)
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switch(aoe_range_or_view)
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if("view")
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for(var/turf/T in view(src,aoe_radius))
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if(!T.density || aoe_include_dense)
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targets += T
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if("range")
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for(var/turf/T in range(src,aoe_radius))
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if(!T.density || aoe_include_dense)
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targets += T
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switch(target_type)
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if("turf")
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switch(aoe_range_or_view)
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if("view")
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for(var/turf/T in view(src,aoe_radius))
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if(!T.density || include_dense)
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targets += T
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if("range")
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for(var/turf/T in range(src,aoe_radius))
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if(!T.density || include_dense)
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targets += T
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if("mob")
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switch(aoe_range_or_view)
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if("view")
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for(var/mob/living/M in view(src,aoe_radius))
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if(!M.density || include_dense)
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targets += M
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if("range")
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for(var/mob/living/M in range(src,aoe_radius))
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if(!M.density || include_dense)
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targets += M
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if("obj")
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switch(aoe_range_or_view)
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if("view")
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for(var/obj/O in view(src,aoe_radius))
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if(!O.density || include_dense)
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targets += O
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if("range")
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for(var/obj/O in range(src,aoe_radius))
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if(!O.density || include_dense)
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targets += O
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return targets
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/obj/trap/aoe/rocksfall
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name = "rocks fall trap"
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desc = "Your DM must really hate you."
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target_type = "turf"
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include_dense = 0
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var/rocks_amt = 10 //amount of rocks falling
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var/rocks_min_dmg = 50 //min damage per rock
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var/rocks_max_dmg = 100 //max damage per rock
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var/rocks_hit_chance = 100 //the chance for a rock to hit you
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var/list/rocks_type = list() //what rocks might it drop on the target. with var editing, not even limited to rocks.
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/obj/trap/aoe/rocksfall/New()
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..()
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rocks_type = pick_rock_types()
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/obj/trap/aoe/rocksfall/proc/pick_rock_types() //since we may want subtypes of the trap with completely different rock types, which is best done this way
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var/list/varieties = list()
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varieties = typesof(/obj/item/weapon/ore)
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varieties -= /obj/item/weapon/ore/diamond //don't want easily available rare ores, hmm?
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varieties -= /obj/item/weapon/ore/uranium
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varieties -= /obj/item/weapon/ore/slag //that'd be just stupid
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return varieties
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/obj/trap/aoe/rocksfall/activate()
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var/list/targets = list()
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targets = picktargets()
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if(target_type == "turf")
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for(var/i=0,i<rocks_amt,i++)
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var/turf/hit_loc = pick(targets)
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var/rock_type = pick(typesof(/obj/item/weapon/ore))
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var/rock_type = pick(rocks_type)
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var/obj/item/weapon/ore/rock = new rock_type(hit_loc)
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for(var/mob/M in hit_loc)
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for(var/mob/living/M in hit_loc)
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if(prob(rocks_hit_chance))
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M.bruteloss += rand(rocks_min_dmg,rocks_max_dmg)
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M << "A chunk of [rock.name] hits you in the head!"
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else
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switch(aoe_range_or_view)
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if("view")
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for(var/mob/M in view(src,aoe_radius))
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targets += M
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if("range")
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for(var/mob/M in range(src,aoe_radius))
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targets += M
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M << "A chunk of [lowertext(rock.name)] hits you in the head!"
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if(target_type == "mob")
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for(var/i=0,i<rocks_amt,i++)
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var/mob/hit_loc = pick(targets)
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var/rock_type = pick(typesof(/obj/item/weapon/ore))
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var/rock_type = pick(rocks_type)
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var/obj/item/weapon/ore/rock = new rock_type(hit_loc.loc)
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if(prob(rocks_hit_chance))
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hit_loc.bruteloss += rand(rocks_min_dmg,rocks_max_dmg)
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hit_loc << "A chunk of [rock.name] hits you in the head!"
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hit_loc << "A chunk of [lowertext(rock.name)] hits you in the head!"
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/obj/trap/single
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name = "single-target trap"
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desc = "This trap targets a single movable atom, usually the one who triggered it" //usually as in I will code only those ones. if you want to add a different type of targeting, go ahead.
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/obj/trap/single/rockfalls
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name = "rock falls trap"
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desc = "Your DM must really hate <b>YOU</b>."
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trigger_type = "mob"
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var/rock_min_dmg = 100 //min damage of the rock
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var/rock_max_dmg = 200 //max damage of the rock
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var/rock_hit_chance = 100 //the chance for the rock to hit you
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var/list/rocks_type = list() //what rocks might it drop on the target. with var editing, not even limited to rocks.
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/obj/trap/single/rockfalls/New()
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..()
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rocks_type = pick_rock_types()
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/obj/trap/single/rockfalls/proc/pick_rock_types() //since we may want subtypes of the trap with completely different rock types, which is best done this way
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var/list/varieties = list()
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varieties = typesof(/obj/item/weapon/ore)
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varieties -= /obj/item/weapon/ore/diamond //don't want easily available rare ores, hmm?
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varieties -= /obj/item/weapon/ore/uranium
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varieties -= /obj/item/weapon/ore/slag //that'd be just stupid
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return varieties
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/obj/trap/single/rockfalls/activate(victim)
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var/rock_type = pick(rocks_type)
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var/obj/item/weapon/ore/rock = new rock_type(victim:loc)
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if(prob(rock_hit_chance))
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victim:bruteloss += rand(rock_min_dmg,rock_max_dmg)
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victim << "A chunk of [lowertext(rock.name)] hits you in the head!"
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/obj/trap/area
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name = "area trap"
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desc = "This trap targets all atoms of the target_type in its area"
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/obj/trap/area/proc/pick_targets() //src.loc.loc should be the area
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var/list/targets = list()
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switch(target_type)
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if("turf")
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for(var/turf/T in src.loc.loc)
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if(!T.density || include_dense)
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targets += T
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if("mob")
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for(var/mob/living/M in src.loc.loc)
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if(!M.density || include_dense)
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targets += M
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if("obj")
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for(var/obj/O in src.loc.loc)
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if(!O.density || include_dense)
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targets += O
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return targets
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