Files
Paradise/code/modules/projectiles/projectile_base.dm
GDN 6ffbe49973 stamina damage logging (#21576)
* stamina damage logging

* use a gun

* bam
2023-07-17 15:21:28 +01:00

411 lines
15 KiB
Plaintext

/obj/item/projectile
name = "projectile"
icon = 'icons/obj/projectiles.dmi'
icon_state = "bullet"
density = FALSE
resistance_flags = LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
anchored = TRUE //There's a reason this is here, Mport. God fucking damn it -Agouri. Find&Fix by Pete. The reason this is here is to stop the curving of emitter shots.
flags = ABSTRACT
pass_flags = PASSTABLE
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
hitsound = 'sound/weapons/pierce.ogg'
var/hitsound_wall = ""
var/def_zone = "" //Aiming at
var/mob/firer = null//Who shot it
var/atom/firer_source_atom = null //the gun or object this came from
var/obj/item/ammo_casing/ammo_casing = null
var/suppressed = FALSE //Attack message
var/yo = null
var/xo = null
var/current = null
var/atom/original = null // the original target clicked
var/turf/starting = null // the projectile's starting turf
var/list/permutated = list() // we've passed through these atoms, don't try to hit them again
var/paused = FALSE //for suspending the projectile midair
var/p_x = 16
var/p_y = 16 // the pixel location of the tile that the player clicked. Default is the center
var/speed = 1 //Amount of deciseconds it takes for projectile to travel
var/Angle = null
var/spread = 0 //amount (in degrees) of projectile spread
animate_movement = 0
var/ignore_source_check = FALSE
var/damage = 10
var/tile_dropoff = 0 //how much damage should be decremented as the bullet moves
var/tile_dropoff_s = 0 //same as above but for stamina
var/damage_type = BRUTE //BRUTE, BURN, TOX, OXY, CLONE are the only things that should be in here
var/nodamage = FALSE //Determines if the projectile will skip any damage inflictions
var/flag = BULLET //Defines what armor to use when it hits things. Must be set to bullet, laser, energy,or bomb //Cael - bio and rad are also valid
var/projectile_type = "/obj/item/projectile"
var/range = 50 //This will de-increment every step. When 0, it will delete the projectile.
/// Determines the reflectability level of a projectile, either REFLECTABILITY_NEVER, REFLECTABILITY_PHYSICAL, REFLECTABILITY_ENERGY in order of ease to reflect.
var/reflectability = REFLECTABILITY_PHYSICAL
var/alwayslog = FALSE // ALWAYS log this projectile on hit even if it doesn't hit a living target. Useful for AOE explosion / EMP.
//Effects
var/stun = 0
var/weaken = 0
var/knockdown = 0
var/paralyze = 0
var/irradiate = 0
var/stutter = 0
var/slur = 0
var/eyeblur = 0
var/drowsy = 0
var/stamina = 0
var/jitter = 0
/// Number of times an object can pass through an object. -1 is infinite
var/forcedodge = 0
var/dismemberment = 0 //The higher the number, the greater the bonus to dismembering. 0 will not dismember at all.
var/impact_effect_type //what type of impact effect to show when hitting something
var/ricochets = 0
var/ricochets_max = 2
var/ricochet_chance = 30
var/log_override = FALSE //whether print to admin attack logs or just keep it in the diary
/// For when you want your projectile to have a chain coming out of the gun
var/chain = null
/// Last world.time the projectile proper moved
var/last_projectile_move = 0
/// Left over ticks in movement calculation
var/time_offset = 0
/// The projectile's trajectory
var/datum/point_precise/vector/trajectory
/// Instructs forceMove to NOT reset our trajectory to the new location!
var/trajectory_ignore_forcemove = FALSE
/// Does this projectile do extra damage to / break shields?
var/shield_buster = FALSE
var/forced_accuracy = FALSE
/obj/item/projectile/New()
return ..()
/obj/item/projectile/proc/Range()
range--
if(damage && tile_dropoff)
damage = max(0, damage - tile_dropoff) // decrement projectile damage based on dropoff value for each tile it moves
if(stamina && tile_dropoff_s)
stamina = max(0, stamina - tile_dropoff_s) // as above, but with stamina
if(range <= 0 && loc)
on_range()
if(!damage && !stamina && (tile_dropoff || tile_dropoff_s))
on_range()
/obj/item/projectile/proc/on_range() //if we want there to be effects when they reach the end of their range
qdel(src)
/obj/item/projectile/proc/prehit(atom/target)
return TRUE
/obj/item/projectile/proc/on_hit(atom/target, blocked = 0, hit_zone)
var/turf/target_loca = get_turf(target)
var/hitx
var/hity
if(target == original)
hitx = target.pixel_x + p_x - 16
hity = target.pixel_y + p_y - 16
else
hitx = target.pixel_x + rand(-8, 8)
hity = target.pixel_y + rand(-8, 8)
if(!nodamage && (damage_type == BRUTE || damage_type == BURN) && iswallturf(target_loca) && prob(75))
var/turf/simulated/wall/W = target_loca
if(impact_effect_type)
new impact_effect_type(target_loca, hitx, hity)
W.add_dent(WALL_DENT_SHOT, hitx, hity)
return 0
if(alwayslog)
add_attack_logs(firer, target, "Shot with a [type]")
if(!isliving(target))
if(impact_effect_type)
new impact_effect_type(target_loca, hitx, hity)
return 0
var/mob/living/L = target
var/mob/living/carbon/human/H
if(blocked != INFINITY) // not completely blocked
if(damage && L.blood_volume && damage_type == BRUTE)
var/splatter_dir = dir
if(starting)
splatter_dir = get_dir(starting, target_loca)
if(isalien(L))
new /obj/effect/temp_visual/dir_setting/bloodsplatter/xenosplatter(target_loca, splatter_dir)
else
var/blood_color = "#C80000"
if(ishuman(target))
H = target
blood_color = H.dna.species.blood_color
new /obj/effect/temp_visual/dir_setting/bloodsplatter(target_loca, splatter_dir, blood_color)
if(prob(33))
var/list/shift = list("x" = 0, "y" = 0)
var/turf/step_over = get_step(target_loca, splatter_dir)
if(get_splatter_blockage(step_over, target, splatter_dir, target_loca)) //If you can't cross the tile or any of its relevant obstacles...
shift = pixel_shift_dir(splatter_dir) //Pixel shift the blood there instead (so you can't see wallsplatter through walls).
else
target_loca = step_over
L.add_splatter_floor(target_loca, shift_x = shift["x"], shift_y = shift["y"])
if(istype(H))
for(var/mob/living/carbon/human/M in step_over) //Bloody the mobs who're infront of the spray.
M.bloody_hands(H)
/* Uncomment when bloody_body stops randomly not transferring blood colour.
M.bloody_body(H) */
else if(impact_effect_type)
new impact_effect_type(target_loca, hitx, hity)
var/organ_hit_text = ""
if(L.has_limbs)
organ_hit_text = " in \the [parse_zone(def_zone)]"
if(suppressed)
playsound(loc, hitsound, 5, 1, -1)
to_chat(L, "<span class='userdanger'>You're shot by \a [src][organ_hit_text]!</span>")
else
if(hitsound)
var/volume = vol_by_damage()
playsound(loc, hitsound, volume, 1, -1)
L.visible_message("<span class='danger'>[L] is hit by \a [src][organ_hit_text]!</span>", \
"<span class='userdanger'>[L] is hit by \a [src][organ_hit_text]!</span>") //X has fired Y is now given by the guns so you cant tell who shot you if you could not see the shooter
var/additional_log_text
if(blocked)
additional_log_text = " [ARMOUR_VALUE_TO_PERCENTAGE(blocked)]% blocked"
if(reagents && reagents.reagent_list)
var/reagent_note = "REAGENTS:"
for(var/datum/reagent/R in reagents.reagent_list)
reagent_note += R.id + " ("
reagent_note += num2text(R.volume) + ") "
additional_log_text = "[additional_log_text] (containing [reagent_note])"
var/were_affects_applied = L.apply_effects(stun, weaken, knockdown, paralyze, irradiate, slur, stutter, eyeblur, drowsy, blocked, stamina, jitter)
if(!log_override && firer && !alwayslog)
add_attack_logs(firer, L, "Shot with a [type][additional_log_text]")
return were_affects_applied
/obj/item/projectile/proc/get_splatter_blockage(turf/step_over, atom/target, splatter_dir, target_loca) //Check whether the place we want to splatter blood is blocked (i.e. by windows).
var/turf/step_cardinal = !(splatter_dir in list(NORTH, SOUTH, EAST, WEST)) ? get_step(target_loca, get_cardinal_dir(target_loca, step_over)) : null
if(step_over.density && !step_over.CanPass(target, step_over, 1)) //Preliminary simple check.
return TRUE
for(var/atom/movable/border_obstacle in step_over) //Check to see if we're blocked by a (non-full) window or some such. Do deeper investigation if we're splattering blood diagonally.
if(border_obstacle.flags&ON_BORDER && get_dir(step_cardinal ? step_cardinal : target_loca, step_over) == turn(border_obstacle.dir, 180))
return TRUE
/obj/item/projectile/proc/vol_by_damage()
if(damage)
return clamp((damage) * 0.67, 30, 100)// Multiply projectile damage by 0.67, then clamp the value between 30 and 100
else
return 50 //if the projectile doesn't do damage, play its hitsound at 50% volume
/obj/item/projectile/Bump(atom/A, yes)
if(!yes) //prevents double bumps.
return
if(check_ricochet(A) && check_ricochet_flag(A) && ricochets < ricochets_max && is_reflectable(REFLECTABILITY_PHYSICAL))
ricochets++
if(A.handle_ricochet(src))
on_ricochet(A)
ignore_source_check = TRUE
range = initial(range)
return TRUE
if(firer && !ignore_source_check)
if(A == firer || (A == firer.loc && ismecha(A))) //cannot shoot yourself or your mech
loc = A.loc
return 0
var/distance = get_dist(get_turf(A), starting) // Get the distance between the turf shot from and the mob we hit and use that for the calculations.
if(!forced_accuracy)
if(get_dist(A, original) <= 1)
def_zone = ran_zone(def_zone, max(100 - (7 * distance), 5)) //Lower accurancy/longer range tradeoff. 7 is a balanced number to use.
else
def_zone = pick(list("head", "chest", "l_arm", "r_arm", "l_leg", "r_leg")) // If we were aiming at one target but another one got hit, no accuracy is applied
if(isturf(A) && hitsound_wall)
var/volume = clamp(vol_by_damage() + 20, 0, 100)
if(suppressed)
volume = 5
playsound(loc, hitsound_wall, volume, 1, -1)
else if(ishuman(A))
var/mob/living/carbon/human/H = A
var/obj/item/organ/external/organ = H.get_organ(check_zone(def_zone))
if(isnull(organ))
return
var/turf/target_turf = get_turf(A)
prehit(A)
var/permutation = A.bullet_act(src, def_zone) // searches for return value, could be deleted after run so check A isn't null
if(permutation == -1 || forcedodge)// the bullet passes through a dense object!
if(forcedodge)
forcedodge -= 1
loc = target_turf
if(A)
permutated.Add(A)
return 0
else
if(A && A.density && !ismob(A) && !(A.flags & ON_BORDER)) //if we hit a dense non-border obj or dense turf then we also hit one of the mobs on that tile.
var/list/mobs_list = list()
for(var/mob/living/L in target_turf)
mobs_list += L
if(mobs_list.len)
var/mob/living/picked_mob = pick(mobs_list)
prehit(picked_mob)
picked_mob.bullet_act(src, def_zone)
qdel(src)
/obj/item/projectile/Process_Spacemove(movement_dir = 0)
return 1 //Bullets don't drift in space
/obj/item/projectile/process()
if(!loc || !trajectory)
return PROCESS_KILL
if(paused || !isturf(loc))
last_projectile_move = world.time
return
var/elapsed_time_deciseconds = (world.time - last_projectile_move) + time_offset
time_offset = 0
var/required_moves = FLOOR(elapsed_time_deciseconds / speed, 1)
if(required_moves > SSprojectiles.global_max_tick_moves)
var/overrun = required_moves - SSprojectiles.global_max_tick_moves
required_moves = SSprojectiles.global_max_tick_moves
time_offset += overrun * speed
time_offset += MODULUS(elapsed_time_deciseconds, speed)
for(var/i in 1 to required_moves)
pixel_move(1)
/obj/item/projectile/proc/pixel_move(trajectory_multiplier)
if(!loc || !trajectory)
return
last_projectile_move = world.time
// Keep on course
var/matrix/M = new
M.Turn(Angle)
transform = M
// Iterate
var/forcemoved = FALSE
for(var/i in 1 to SSprojectiles.global_iterations_per_move)
if(QDELETED(src))
return
trajectory.increment(trajectory_multiplier)
var/turf/T = trajectory.return_turf()
if(!istype(T))
qdel(src)
return
if(T.z != loc.z)
trajectory_ignore_forcemove = TRUE
forceMove(T)
trajectory_ignore_forcemove = FALSE
pixel_x = trajectory.return_px()
pixel_y = trajectory.return_py()
forcemoved = TRUE
else if(T != loc)
step_towards(src, T)
if(original && (original.layer >= PROJECTILE_HIT_THRESHHOLD_LAYER || ismob(original)))
if(loc == get_turf(original) && !(original in permutated))
Bump(original, TRUE)
if(QDELETED(src)) //deleted on last move
return
if(!forcemoved)
pixel_x = trajectory.return_px() - trajectory.mpx * trajectory_multiplier * SSprojectiles.global_iterations_per_move
pixel_y = trajectory.return_py() - trajectory.mpy * trajectory_multiplier * SSprojectiles.global_iterations_per_move
animate(src, pixel_x = trajectory.return_px(), pixel_y = trajectory.return_py(), time = 1, flags = ANIMATION_END_NOW)
Range()
/obj/item/projectile/proc/fire(setAngle)
if(setAngle)
Angle = setAngle
if(!current || loc == current)
current = locate(clamp(x + xo, 1, world.maxx), clamp(y + yo, 1, world.maxy), z)
if(isnull(Angle))
Angle = round(get_angle(src, current))
if(spread)
Angle += (rand() - 0.5) * spread
// Turn right away
var/matrix/M = new
M.Turn(Angle)
transform = M
// Start flying
trajectory = new(x, y, z, pixel_x, pixel_y, Angle, SSprojectiles.global_pixel_speed)
last_projectile_move = world.time
START_PROCESSING(SSprojectiles, src)
pixel_move(1, FALSE)
/obj/item/projectile/proc/reflect_back(atom/source, list/position_modifiers = list(0, 0, 0, 0, 0, -1, 1, -2, 2))
if(!starting)
return
var/new_x = starting.x + pick(position_modifiers)
var/new_y = starting.y + pick(position_modifiers)
var/turf/curloc = get_turf(source)
if(!curloc)
return
if(ismob(source))
firer = source // The reflecting mob will be the new firer
// redirect the projectile
original = locate(new_x, new_y, z)
starting = curloc
current = curloc
yo = new_y - curloc.y
xo = new_x - curloc.x
set_angle(get_angle(curloc, original))
/obj/item/projectile/Crossed(atom/movable/AM, oldloc) //A mob moving on a tile with a projectile is hit by it.
..()
if(isliving(AM) && AM.density && !checkpass(PASSMOB))
Bump(AM, 1)
/obj/item/projectile/Destroy()
STOP_PROCESSING(SSprojectiles, src)
ammo_casing = null
firer_source_atom = null
firer = null
return ..()
/obj/item/projectile/proc/dumbfire(dir)
current = get_ranged_target_turf(src, dir, world.maxx) //world.maxx is the range. Not sure how to handle this better.
fire()
/obj/item/projectile/proc/on_ricochet(atom/A)
return
/obj/item/projectile/proc/check_ricochet()
if(prob(ricochet_chance))
return TRUE
return FALSE
/obj/item/projectile/proc/check_ricochet_flag(atom/A)
if(A.flags_2 & CHECK_RICOCHET_2)
return TRUE
return FALSE
/obj/item/projectile/set_angle(new_angle)
..()
Angle = new_angle
trajectory.set_angle(new_angle)
/obj/item/projectile/proc/set_angle_centered(new_angle)
set_angle(new_angle)
var/list/coordinates = trajectory.return_coordinates()
trajectory.set_location(coordinates[1], coordinates[2], coordinates[3]) // Sets the trajectory to the center of the tile it bounced at
/obj/item/projectile/experience_pressure_difference()
return
/obj/item/projectile/forceMove(atom/target)
. = ..()
if(QDELETED(src)) // we coulda bumped something
return
if(trajectory && !trajectory_ignore_forcemove && isturf(target))
trajectory.initialize_location(target.x, target.y, target.z, 0, 0)
/obj/item/projectile/proc/is_reflectable(desired_reflectability_level)
if(reflectability == REFLECTABILITY_NEVER) //You'd trust coders not to try and override never reflectable things, but heaven help us I do not
return FALSE
if(reflectability < desired_reflectability_level)
return FALSE
return TRUE