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https://github.com/SPLURT-Station/S.P.L.U.R.T-Station-13.git
synced 2025-12-11 10:22:13 +00:00
working ricochets
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@@ -1,12 +1,3 @@
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/// This atom should be ricocheted off of from its inherent properties using standard % chance handling.
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#define PROJECTILE_RICOCHET_YES 1
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/// This atom should not be ricocheted off of from its inherent properties.
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#define PROJECTILE_RICOCHET_NO 2
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/// This atom should prevent any kind of projectile ricochet from its inherent properties.
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#define PROJECTILE_RICOCHET_PREVENT 3
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/// This atom should force a projectile ricochet from its inherent properties.
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#define PROJECTILE_RICOCHET_FORCE 4
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//bullet_act() return values
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#define BULLET_ACT_HIT "HIT" //It's a successful hit, whatever that means in the context of the thing it's hitting.
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#define BULLET_ACT_BLOCK "BLOCK" //It's a blocked hit, whatever that means in the context of the thing it's hitting.
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@@ -156,13 +156,6 @@
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return ..()
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/**
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* Checks if a projectile should ricochet off of us. Projectiles get final say.
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* [__DEFINES/projectiles.dm] for return values.
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*/
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/atom/proc/check_projectile_ricochet(obj/item/projectile/P)
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return (flags_1 & DEFAULT_RICOCHET_1)? PROJECTILE_RICOCHET_YES : PROJECTILE_RICOCHET_NO
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/atom/proc/handle_ricochet(obj/item/projectile/P)
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var/turf/p_turf = get_turf(P)
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var/face_direction = get_dir(src, p_turf)
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@@ -191,7 +191,8 @@
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icon = 'icons/turf/walls/shuttle_wall.dmi'
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icon_state = "map-shuttle"
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explosion_block = 3
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flags_1 = CAN_BE_DIRTY_1 | DEFAULT_RICOCHET_1
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flags_1 = CAN_BE_DIRTY_1
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flags_ricochet = RICOCHET_SHINY | RICOCHET_HARD
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sheet_type = /obj/item/stack/sheet/mineral/titanium
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smooth = SMOOTH_MORE|SMOOTH_DIAGONAL
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canSmoothWith = list(/turf/closed/wall/mineral/titanium, /obj/machinery/door/airlock/shuttle, /obj/machinery/door/airlock, /obj/structure/window/shuttle, /obj/structure/shuttle/engine/heater, /obj/structure/falsewall/titanium)
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@@ -6,7 +6,7 @@
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icon = 'icons/turf/walls/wall.dmi'
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icon_state = "wall"
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explosion_block = 1
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flags_ricochet = RICOCHET_HARD
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thermal_conductivity = WALL_HEAT_TRANSFER_COEFFICIENT
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heat_capacity = 312500 //a little over 5 cm thick , 312500 for 1 m by 2.5 m by 0.25 m plasteel wall
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attack_hand_speed = 8
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@@ -45,11 +45,8 @@
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desc = "A solid wall of slightly twitching tendrils with a reflective glow."
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damaged_desc = "A wall of twitching tendrils with a reflective glow."
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icon_state = "blob_glow"
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flags_ricochet = RICOCHET_SHINY
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point_return = 8
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max_integrity = 100
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brute_resist = 1
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explosion_block = 2
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/obj/structure/blob/shield/reflective/check_projectile_ricochet(obj/item/projectile/P)
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return PROJECTILE_RICOCHET_FORCE
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@@ -37,9 +37,11 @@
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var/obj/item/gun/G = fired_from
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BB.damage *= G.projectile_damage_multiplier
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if(HAS_TRAIT(user, TRAIT_INSANE_AIM))
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BB.ricochets_max = max(BB.ricochets_max, 20) //bouncy!
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BB.ricochets_max = max(BB.ricochets_max, 10) //bouncy!
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BB.ricochet_chance = max(BB.ricochet_chance, 200) //it decays
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BB.ricochet_auto_aim_range = max(BB.ricochet_auto_aim_range, 3)
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BB.ricochet_auto_aim_angle = max(BB.ricochet_auto_aim_angle, 30)
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BB.ricochet_decay_chance = min(BB.ricochet_decay_chance, 1)
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BB.ricochet_incidence_leeway = 0
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if(reagents && BB.reagents)
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@@ -316,16 +316,18 @@
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if(!trajectory)
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return
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var/turf/T = get_turf(A)
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if(check_ricochet(A) && A.handle_ricochet(src)) //if you can ricochet, attempt to ricochet off the object
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on_ricochet(A) //if allowed, use autoaim to ricochet into someone, otherwise default to ricocheting off the object from above
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var/datum/point/pcache = trajectory.copy_to()
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if(hitscan)
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store_hitscan_collision(pcache)
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decayedRange = max(0, decayedRange - reflect_range_decrease)
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ricochet_chance *= ricochet_decay_chance
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damage *= ricochet_decay_damage
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range = decayedRange
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return TRUE
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if(check_ricochet(A) && check_ricochet_flag(A)) //if you can ricochet, attempt to ricochet off the object
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ricochets++
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if(A.handle_ricochet(src))
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on_ricochet(A) //if allowed, use autoaim to ricochet into someone, otherwise default to ricocheting off the object from above
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var/datum/point/pcache = trajectory.copy_to()
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if(hitscan)
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store_hitscan_collision(pcache)
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decayedRange = max(0, decayedRange - reflect_range_decrease)
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ricochet_chance *= ricochet_decay_chance
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damage *= ricochet_decay_damage
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range = decayedRange
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return TRUE
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var/distance = get_dist(T, starting) // Get the distance between the turf shot from and the mob we hit and use that for the calculations.
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if(def_zone && check_zone(def_zone) != BODY_ZONE_CHEST)
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@@ -401,24 +403,12 @@
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//Returns null if nothing at all was found.
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/obj/item/projectile/proc/check_ricochet(atom/A)
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if(ricochets > ricochets_max) //safety thing, we don't care about what the other thing says about this.
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return FALSE
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var/them = A.check_projectile_ricochet(src)
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switch(them)
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if(PROJECTILE_RICOCHET_PREVENT)
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return FALSE
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if(PROJECTILE_RICOCHET_FORCE)
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return TRUE
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if(PROJECTILE_RICOCHET_NO)
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return FALSE
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if(PROJECTILE_RICOCHET_YES)
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var/chance = ricochet_chance * A.ricochet_chance_mod
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if(firer && HAS_TRAIT(firer, TRAIT_NICE_SHOT))
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chance += NICE_SHOT_RICOCHET_BONUS
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if(prob(chance))
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return TRUE
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else
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CRASH("Invalid return value for projectile ricochet check from [A].")
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var/chance = ricochet_chance * A.ricochet_chance_mod
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if(firer && HAS_TRAIT(firer, TRAIT_NICE_SHOT))
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chance += NICE_SHOT_RICOCHET_BONUS
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if(prob(chance))
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return TRUE
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return FALSE
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/obj/item/projectile/proc/check_ricochet_flag(atom/A)
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if((flag in list("energy", "laser")) && (A.flags_ricochet & RICOCHET_SHINY))
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