Files
Polaris/code/modules/projectiles/projectile/arc.dm
Anewbe 0c0246e3fa Still more simple_mob conversions (#5523)
* Fixes 6 pAI faces

PAIs are no longer coded to only recognize 9 emotions. This enables the use of the neutral, silly, nose, smirk, exclamation points, and question mark faces as a pAI. Before, those buttons did nothing.

* Fixes the PDA Halogen Scanner's tendency to be number one.

* Unfolded pAIs can be picked up

Because who doesn't want a robotic cat on their head? Adds in the missing code to allow pAIs to actually be picked up, and held sprites for the newer 4 chassis options.

* Adds the Gigaphone, a suped-up Megaphone.

* Constant Chip has a sprite

* Fireaxe cabinets find their fireaxes in initialize(), rather than new()

* Speeds up alcohol

* fixed mining cloak not being in loadouts

* Admin Supermatter Setup now closes the monitoring room shutters (#5442)

* Admin Supermatter Setup now closes the monitoring room shutters

* Fixes a copy-paste error

* Begins work on lightning.

* Fixes #5447 (Deadspy submap not overwriting mapgen) (#5448)

* Map fix

* fixed deadspy.dmm

* Added Squid plushies of varying colours

I added a few Squid plushies in different colours, changing the files code/game/objects/items/toys.dm
and obj/toy.dmi

* Added hat functionality to Squid plushies

I added the ability to wear my Squid plushies as hats. They're damn good hats.

* Replaces Skrell namegen (#5453)

Created a first name list for Skrell, to replace the syllable assembler.

Created a surname list for Skrell to replace the syllable assembler.

Replaced the Skrell namegen with pre-written namelists, instead of the old syllable assembler.

* Mechoid makes mistakes. Fix telepathic gigaphones.

* Lets people be colorblind

Adds four types of colorblindness to the traits in the setup menu - protanopia, deuteranopia, tritanopia, and monochromacy. Previously, there were ones defined in the code, but not actually usable to players.

* Whoops, worded that wrong

* Adds beams to the Type var list for View Variables.

* Unfuck my Master

* Adds beams to the Type var selection in View Variables.

* Finishes thunderstorms.

* Adds logging.

* APC Sprite Change

- Port from Virgo recolored slightly to match closer to the old sprite
- Addition of directional sprites for the APCs

* Refactors supply controller.
Supply consoles now run nanoUI

* Missing '

* [Excitedly updates changelog]

* btw i use arc

* Removes supermatters from cave PoIs.

* Holomap Port

- Port of Holomaps from Virgo

* Changing species (via ling or admin button) should no longer ruin your HUD

* Converts most istype(thing,tool) procs into an appropriate thing.is_tool() format

* Removes empty file, gives the QM a control console again (Was replaced with an ordering console)

* Hopefully fixes some tool-conversion things

* Makes the Northern Star still compile

* Keeps NS up to date

* Taj and Unathi should have explorer mask sprites now

* Corgi rune now summons the corgi in a flash of harmless lightning

* Forces mech construction to work with the is_tool() procs

* Various things and floors no longer associate with dirt

* MultiZ falling tweaks

* Fixes the clusterbang grenade

* Added new hairstyles

* Added new hairstyles

* Fixes spelling of Strike in Lightning Strike admin verb

* I don't know how we keep breaking falling

* Hallucinations now use the old system again, but with the more modern components.

* Ambience Refactor (#5476)

* Refactors how ambience is assigned, removes bad ambience, ports good ambience from tg

* Apparently that file is still used, not worth the salt to remove it.

* Changelog

* The speed-related chem effects are no longer a one-or-none affair, oxy causes slowdown

* Corrects noted issues

* Add some missing sprites for xenoarch excavation.

* Become thwarted, thot.

* Fixes the Ultra AC2's burstfire bug.

* The Major Bill's shuttle is actually contagious now.

* penguins are from earth

capitalize this, anewbe, i dare you

* Mechoid's a butt

* Adds new job/department specific teshari clothing to the loadout (#5481)

* adding the new department specific teshari outfits

* Slightly cleans up hooded suit code (#5471)

* FBPs can have brute damage repaired externally again

* Windoors fix

* Cleans up some largecrate code

* Weather refactor.

* NanoUI makes me sad.

* Drinking more booze gets you drunk faster

* Ports the supermatter grenade, supporting code

* May or may not make movement seem smoother

* Fixes the Sleepy Ring

* Partially ports the GLOB system

* Fixes the bug(s) that allow meat bodies to have metal brains

* ports VOREStation/VOREStation#4165 - i forgot to check if advanced who was a thing here

* Optimizes supply UI

* Transfer shuttle grammar fixes

* Fixes borked E and W fish sprites

* Fixes incorrect ETA in crew transfer announcement

* Mech Mini 'Revamp'. Will need playtesting. (#5480)

* Exosuits are now capable of holding more equipment, of specific types.

* Tweaks regarding feedback in staffside thread, other concerns.

* Tweak to be more consistent. Why did the Odysseus have two universals. Tweak to weapon restriction on Med - > Odyss

* Weapons only fit in universal combat slots.

* Adds smart magazine, magazine functionality

* Adds a new subset of grenades that shoot projectiles

* Low alpha now makes HUDs and tooltips not show up on you

* Fixes a UI bug with emptying currently-open bags into smartfridges...hopefully. (#5515)

* Update smartfridge.dm

* actually indicates which line solves the bug

* Adds a whole bunch of Exosuit weapons and other miscellaneous parts.

* Minifrags now use the small fragments mainly as they should.

* Iced beer no longer freezes you to 3 degrees C, which is enough to seriously burn a Skrell. Seriously, that's weird.

* Touch stuff in reference to responses.

* NanoUI now processes again

* Converts more simple_animal mobs to simple_mob

* Submap correction
2018-08-28 11:25:33 -07:00

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// These projectiles are somewhat different from the other projectiles in the code.
// First, these have an 'arcing' visual, that is accomplished by having the projectile icon rotate as its flying, and
// moving up, then down as it approaches the target. There is also a small shadow effect that follows the projectile
// as its flying.
// Besides the visuals, arcing projectiles do not collide with anything until they reach the target, as they fly over them.
// For best effect, use this only when it makes sense to do so, IE on the Surface. The projectiles don't care about ceilings or gravity.
/obj/item/projectile/arc
name = "arcing shot"
icon_state = "fireball" // WIP
step_delay = 2 // Travel a bit slower, to really sell the arc visuals.
plane = ABOVE_PLANE // Since projectiles are 'in the air', they might visually overlap mobs while in flight, so the projectile needs to be above their plane.
var/target_distance = null // How many tiles the impact site is.
var/fired_dir = null // Which direction was the projectile fired towards. Needed to invert the projectile turning based on if facing left or right.
var/obj/effect/projectile_shadow/shadow = null // Visual indicator for the projectile's 'true' position. Needed due to being bound to two dimensions in reality.
/obj/item/projectile/arc/initialize()
shadow = new(get_turf(src))
return ..()
/obj/item/projectile/arc/Destroy()
QDEL_NULL(shadow)
return ..()
/obj/item/projectile/arc/Bump(atom/A, forced=0)
return 0
// if(get_turf(src) != original)
// return 0
// else
// return ..()
// This is a test projectile in the sense that its testing the code to make sure it works,
// as opposed to a 'can I hit this thing' projectile.
/obj/item/projectile/arc/test/on_impact(turf/T)
new /obj/effect/explosion(T)
return ..()
/obj/item/projectile/arc/launch(atom/target, target_zone, x_offset=0, y_offset=0, angle_offset=0)
var/expected_distance = get_dist(target, loc)
kill_count = expected_distance // So the projectile "hits the ground."
target_distance = expected_distance
fired_dir = get_dir(loc, target)
..() // Does the regular launching stuff.
if(fired_dir & EAST)
transform = turn(transform, -45)
else if(fired_dir & WEST)
transform = turn(transform, 45)
// Visuals.
/obj/item/projectile/arc/after_move()
// Handle projectile turning in flight.
// This won't turn if fired north/south, as it looks weird.
var/turn_per_step = 90 / target_distance
if(fired_dir & EAST)
transform = turn(transform, turn_per_step)
else if(fired_dir & WEST)
transform = turn(transform, -turn_per_step)
// Now for the fake height.
// We need to know how far along our "arc" we are.
var/arc_progress = get_dist(src, original)
var/arc_max_height = (target_distance * world.icon_size) / 2 // TODO: Real math.
// var/arc_center = target_distance / 2
// var/projectile_position = abs(arc_progress - arc_center)
// var/height_multiplier = projectile_position / arc_center
// height_multiplier = abs(height_multiplier - 1)
// height_multiplier = height_multiplier ** 2
// animate(src, pixel_z = arc_max_height * height_multiplier, time = step_delay)
var/projectile_position = arc_progress / target_distance
var/sine_position = projectile_position * 180
var/pixel_z_position = arc_max_height * sin(sine_position)
animate(src, pixel_z = pixel_z_position, time = step_delay)
// Update our shadow.
shadow.forceMove(loc)
/obj/effect/projectile_shadow
name = "shadow"
desc = "You better avoid the thing coming down!"
icon = 'icons/obj/projectiles.dmi'
icon_state = "arc_shadow"
anchored = TRUE
//////////////
// Subtypes
//////////////
// Generic, Hivebot related
/obj/item/projectile/arc/blue_energy
name = "energy missile"
icon_state = "force_missile"
damage = 15
damage_type = BURN
// Fragmentation arc shot
/obj/item/projectile/arc/fragmentation
name = "fragmentation shot"
icon_state = "shell"
var/list/fragment_types = list(
/obj/item/projectile/bullet/pellet/fragment, /obj/item/projectile/bullet/pellet/fragment, \
/obj/item/projectile/bullet/pellet/fragment, /obj/item/projectile/bullet/pellet/fragment/strong
)
var/fragment_amount = 63 // Same as a grenade.
var/spread_range = 7
/obj/item/projectile/arc/fragmentation/on_impact(turf/T)
fragmentate(T, fragment_amount, spread_range, fragment_types)
/obj/item/projectile/arc/fragmentation/mortar
icon_state = "mortar"
fragment_amount = 10
spread_range = 3
// EMP arc shot
/obj/item/projectile/arc/emp_blast
name = "emp blast"
icon_state = "bluespace"
/obj/item/projectile/arc/emp_blast/on_impact(turf/T)
empulse(T, 2, 4, 7, 10) // Normal EMP grenade.
return ..()
/obj/item/projectile/arc/emp_blast/weak/on_impact(turf/T)
empulse(T, 1, 2, 3, 4) // Sec EMP grenade.
return ..()
// Radiation arc shot
/obj/item/projectile/arc/radioactive
name = "radiation blast"
icon_state = "green_pellet"
icon_scale = 2
var/rad_power = 50
/obj/item/projectile/arc/radioactive/on_impact(turf/T)
radiation_repository.radiate(T, rad_power)