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Polaris/code/modules/projectiles/projectile/arc.dm
2018-06-15 18:15:24 -04:00

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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