mirror of
https://github.com/PolarisSS13/Polaris.git
synced 2025-12-25 17:42:26 +00:00
NB. In some cases we go from a more complex image() to a single icon_state string and I assume this works for every case but do not care to check because of the sheer scale of extra fiddly effort. Buyer beware, not my code.
181 lines
5.2 KiB
Plaintext
181 lines
5.2 KiB
Plaintext
// Targets, the things that actually get shot!
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/obj/item/target
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name = "shooting target"
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desc = "A shooting target."
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icon = 'icons/obj/objects.dmi'
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icon_state = "target_h"
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density = 0
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var/hp = 1800
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var/icon/virtualIcon
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var/list/bulletholes = list()
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/obj/item/target/Destroy()
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// if a target is deleted and associated with a stake, force stake to forget
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for(var/obj/structure/target_stake/T in view(3,src))
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if(T.pinned_target == src)
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T.pinned_target = null
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T.density = 1
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break
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..() // delete target
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/obj/item/target/Moved(atom/old_loc, direction, forced = FALSE)
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. = ..()
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// After target moves, check for nearby stakes. If associated, move to target
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for(var/obj/structure/target_stake/M in view(3,src))
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if(M.density == 0 && M.pinned_target == src)
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M.forceMove(loc)
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// This may seem a little counter-intuitive but I assure you that's for a purpose.
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// Stakes are the ones that carry targets, yes, but in the stake code we set
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// a stake's density to 0 meaning it can't be pushed anymore. Instead of pushing
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// the stake now, we have to push the target.
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/obj/item/target/attackby(obj/item/W as obj, mob/user as mob)
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if (istype(W, /obj/item/weldingtool))
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var/obj/item/weldingtool/WT = W
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if(WT.remove_fuel(0, user))
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cut_overlays()
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to_chat(usr, "You slice off [src]'s uneven chunks of aluminum and scorch marks.")
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return
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/obj/item/target/attack_hand(mob/user as mob)
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// taking pinned targets off!
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var/obj/structure/target_stake/stake
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for(var/obj/structure/target_stake/T in view(3,src))
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if(T.pinned_target == src)
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stake = T
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break
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if(stake)
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if(stake.pinned_target)
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stake.density = 1
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density = 0
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layer = OBJ_LAYER
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loc = user.loc
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if(ishuman(user))
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if(!user.get_active_hand())
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user.put_in_hands(src)
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to_chat(user, "You take the target out of the stake.")
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else
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src.loc = get_turf(user)
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to_chat(user, "You take the target out of the stake.")
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stake.pinned_target = null
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return
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else
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..()
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/obj/item/target/syndicate
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icon_state = "target_s"
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desc = "A shooting target that looks like a hostile agent."
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hp = 2600 // i guess syndie targets are sturdier?
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/obj/item/target/alien
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icon_state = "target_q"
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desc = "A shooting target with a threatening silhouette."
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hp = 2350 // alium onest too kinda
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/obj/item/target/bullet_act(var/obj/item/projectile/Proj)
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var/p_x = Proj.p_x + pick(0,0,0,0,0,-1,1) // really ugly way of coding "sometimes offset Proj.p_x!"
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var/p_y = Proj.p_y + pick(0,0,0,0,0,-1,1)
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var/decaltype = 1 // 1 - scorch, 2 - bullet
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if(istype(/obj/item/projectile/bullet, Proj))
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decaltype = 2
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virtualIcon = new(icon, icon_state)
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if( virtualIcon.GetPixel(p_x, p_y) ) // if the located pixel isn't blank (null)
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hp -= Proj.damage
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if(hp <= 0)
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for(var/mob/O in oviewers())
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if ((O.client && !( O.blinded )))
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to_chat(O, "<span class='warning'>\The [src] breaks into tiny pieces and collapses!</span>")
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qdel(src)
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// Create a temporary object to represent the damage
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var/obj/bmark = new
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bmark.pixel_x = p_x
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bmark.pixel_y = p_y
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bmark.icon = 'icons/effects/effects.dmi'
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bmark.icon_state = "scorch"
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if(decaltype == 1)
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// Energy weapons are hot. they scorch!
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// offset correction
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bmark.pixel_x--
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bmark.pixel_y--
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if(Proj.damage >= 20 || istype(Proj, /obj/item/projectile/beam/practice))
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bmark.icon_state = "scorch"
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bmark.set_dir(pick(NORTH,SOUTH,EAST,WEST)) // random scorch design
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else
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bmark.icon_state = "light_scorch"
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else
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// Bullets are hard. They make dents!
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bmark.icon_state = "dent"
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if(Proj.damage >= 10 && bulletholes.len <= 35) // maximum of 35 bullet holes
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if(decaltype == 2) // bullet
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if(prob(Proj.damage+30)) // bullets make holes more commonly!
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new/datum/bullethole(src, bmark.pixel_x, bmark.pixel_y) // create new bullet hole
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else // Lasers!
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if(prob(Proj.damage-10)) // lasers make holes less commonly
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new/datum/bullethole(src, bmark.pixel_x, bmark.pixel_y) // create new bullet hole
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// draw bullet holes
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for(var/datum/bullethole/B in bulletholes)
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virtualIcon.DrawBox(null, B.b1x1, B.b1y, B.b1x2, B.b1y) // horizontal line, left to right
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virtualIcon.DrawBox(null, B.b2x, B.b2y1, B.b2x, B.b2y2) // vertical line, top to bottom
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add_overlay(bmark) // add the decal
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icon = virtualIcon // apply bulletholes over decals
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return
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return PROJECTILE_CONTINUE // the bullet/projectile goes through the target!
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// Small memory holder entity for transparent bullet holes
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/datum/bullethole
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// First box
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var/b1x1 = 0
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var/b1x2 = 0
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var/b1y = 0
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// Second box
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var/b2x = 0
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var/b2y1 = 0
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var/b2y2 = 0
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/datum/bullethole/New(var/obj/item/target/Target, var/pixel_x = 0, var/pixel_y = 0)
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if(!Target) return
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// Randomize the first box
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b1x1 = pixel_x - pick(1,1,1,1,2,2,3,3,4)
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b1x2 = pixel_x + pick(1,1,1,1,2,2,3,3,4)
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b1y = pixel_y
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if(prob(35))
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b1y += rand(-4,4)
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// Randomize the second box
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b2x = pixel_x
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if(prob(35))
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b2x += rand(-4,4)
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b2y1 = pixel_y + pick(1,1,1,1,2,2,3,3,4)
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b2y2 = pixel_y - pick(1,1,1,1,2,2,3,3,4)
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Target.bulletholes.Add(src)
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