Updated Projectile code some more.
This commit is contained in:
@@ -106,6 +106,8 @@ GLOBAL_LIST_INIT(bitflags, list(
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#define PASSCLOSEDTURF (1<<5)
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/// Let thrown things past us. **ONLY MEANINGFUL ON pass_flags_self!**
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#define LETPASSTHROW (1<<6)
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#define PASSMACHINE (1<<7)
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#define PASSSTRUCTURE (1<<8)
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//Movement Types
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#define GROUND (1<<0)
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+2
-2
@@ -278,7 +278,7 @@
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return TRUE
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/atom/proc/CanPass(atom/movable/mover, turf/target)
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SHOULD_CALL_PARENT(TRUE)
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//SHOULD_CALL_PARENT(TRUE)
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if(mover.movement_type & PHASING)
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return TRUE
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. = CanAllowThrough(mover, target)
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@@ -288,7 +288,7 @@
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/// Returns true or false to allow the mover to move through src
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/atom/proc/CanAllowThrough(atom/movable/mover, turf/target)
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SHOULD_CALL_PARENT(TRUE)
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//SHOULD_CALL_PARENT(TRUE)
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if(mover.pass_flags & pass_flags_self)
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return TRUE
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if(mover.throwing && (pass_flags_self & LETPASSTHROW))
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@@ -90,7 +90,7 @@ Class Procs:
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verb_say = "beeps"
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verb_yell = "blares"
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pressure_resistance = 15
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pass_flags_self = PASSMACHINE
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pass_flags_self = PASSMACHINE
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max_integrity = 200
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layer = BELOW_OBJ_LAYER //keeps shit coming out of the machine from ending up underneath it.
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flags_1 = DEFAULT_RICOCHET_1
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@@ -449,6 +449,12 @@ Class Procs:
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update_icon()
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updateUsrDialog()
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/obj/machinery/CanAllowThrough(atom/movable/mover, turf/target)
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. = ..()
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if(mover.pass_flags & PASSMACHINE)
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return TRUE
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/obj/machinery/proc/default_deconstruction_screwdriver(mob/user, icon_state_open, icon_state_closed, obj/item/I)
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if(!(flags_1 & NODECONSTRUCT_1) && I.tool_behaviour == TOOL_SCREWDRIVER)
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I.play_tool_sound(src, 50)
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@@ -129,6 +129,8 @@
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/obj/machinery/door/CanAllowThrough(atom/movable/mover, turf/target)
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. = ..()
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if(.)
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return
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// Snowflake handling for PASSGLASS.
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if(istype(mover) && (mover.pass_flags & PASSGLASS))
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@@ -134,7 +134,7 @@
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return !density || (dir != to_dir) || (check_access(ID) && hasPower())
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/obj/machinery/door/window/CheckExit(atom/movable/mover, turf/target)
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if((pass_flags_self & mover.pass_flags)) || ((pass_flags_self & LETPASSTHROW) && mover.throwing))
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if((pass_flags_self & mover.pass_flags) || ((pass_flags_self & LETPASSTHROW) && mover.throwing))
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return TRUE
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if(get_dir(loc, target) == dir)
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return !density
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@@ -104,6 +104,12 @@
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if(examine_status)
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. += examine_status
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/obj/structure/CanAllowThrough(atom/movable/mover, turf/target)
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. = ..()
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if(mover.pass_flags & PASSSTRUCTURE)
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return TRUE
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/obj/structure/proc/examine_status(mob/user) //An overridable proc, mostly for falsewalls.
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var/healthpercent = (obj_integrity/max_integrity) * 100
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switch(healthpercent)
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@@ -149,26 +149,21 @@
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. += "<span class='notice'>The biometric scanners are <b>[force_allaccess ? "off" : "on"]</b>.</span>"
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/obj/structure/holosign/barrier/medical/CanAllowThrough(atom/movable/mover, turf/target)
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. = ..()
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icon_state = "holo_medical"
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if(force_allaccess)
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return TRUE
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if(ishuman(mover))
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return CheckHuman(mover)
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/obj/structure/holosign/barrier/medical/Bumped(atom/movable/AM)
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. = ..()
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icon_state = "holo_medical"
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if(ishuman(AM) && !CheckHuman(AM))
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if(buzzcd < world.time)
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playsound(get_turf(src),'sound/machines/buzz-sigh.ogg',65,TRUE,4)
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buzzcd = (world.time + 60)
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icon_state = "holo_medical-deny"
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/obj/structure/holosign/barrier/medical/proc/CheckHuman(mob/living/carbon/human/sickboi)
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var/threat = sickboi.check_virus()
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if(get_disease_severity_value(threat) > get_disease_severity_value(DISEASE_SEVERITY_MINOR))
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return FALSE
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var/mob/living/carbon/human/sickboi = mover
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var/threat = sickboi.check_virus()
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switch(threat)
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if(DISEASE_SEVERITY_MINOR, DISEASE_SEVERITY_MEDIUM, DISEASE_SEVERITY_HARMFUL, DISEASE_SEVERITY_DANGEROUS, DISEASE_SEVERITY_BIOHAZARD)
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if(buzzcd < world.time)
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playsound(get_turf(src),'sound/machines/buzz-sigh.ogg',65,TRUE,4)
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buzzcd = (world.time + 60)
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icon_state = "holo_medical-deny"
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return FALSE
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else
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return TRUE //nice or benign diseases!
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return TRUE
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/obj/structure/holosign/barrier/medical/on_attack_hand(mob/living/user, act_intent = user.a_intent, unarmed_attack_flags)
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@@ -4,7 +4,7 @@
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icon = 'icons/mob/blob.dmi'
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light_range = 2
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desc = "A thick wall of writhing tendrils."
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density = FALSE //this being false causes two bugs, being able to attack blob tiles behind other blobs and being unable to move on blob tiles in no gravity, but turning it to 1 causes the blob mobs to be unable to path through blobs, which is probably worse.
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density = TRUE
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opacity = 0
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anchored = TRUE
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layer = BELOW_MOB_LAYER
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@@ -234,15 +234,16 @@
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/obj/item/projectile/kinetic/prehit_pierce(atom/target)
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. = ..()
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if(.)
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if(kinetic_gun)
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var/list/mods = kinetic_gun.get_modkits()
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for(var/obj/item/borg/upgrade/modkit/M in mods)
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M.projectile_prehit(src, target, kinetic_gun)
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if(!pressure_decrease_active && !lavaland_equipment_pressure_check(get_turf(target)))
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name = "weakened [name]"
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damage = damage * pressure_decrease
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pressure_decrease_active = TRUE
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if(. == PROJECTILE_PIERCE_PHASE)
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return
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if(kinetic_gun)
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var/list/mods = kinetic_gun.modkits
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for(var/obj/item/borg/upgrade/modkit/modkit in mods)
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modkit.projectile_prehit(src, target, kinetic_gun)
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if(!pressure_decrease_active && !lavaland_equipment_pressure_check(get_turf(target)))
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name = "weakened [name]"
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damage = damage * pressure_decrease
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pressure_decrease_active = TRUE
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/obj/item/projectile/kinetic/on_range()
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strike_thing()
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@@ -445,22 +445,22 @@
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continue
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O.take_damage(aoe_structure_damage * get_damage_coeff(O), BURN, "laser", FALSE)
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/obj/item/projectile/beam/beam_rifle/proc/check_pierce(atom/A)
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/obj/item/projectile/beam/beam_rifle/prehit_pierce(atom/A)
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if(isclosedturf(A) && (wall_pierce < wall_pierce_amount))
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if(prob(wall_devastate))
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if(iswallturf(A))
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var/turf/closed/wall/W = A
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W.dismantle_wall(TRUE, TRUE)
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else
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target.ex_act(EXPLODE_HEAVY)
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A.ex_act(EXPLODE_HEAVY)
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++wall_pierce
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return PROJECTILE_PIERCE_PHASE // yeah this gun is a snowflakey piece of garbage - Silly-Cons
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if(isobj(A) && (structure_pierce < structure_pierce_amount))
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++structure_pierce
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var/obj/O = A
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O.take_damage((impact_structure_damage + aoe_structure_damage) * structure_bleed_coeff * get_damage_coeff(A), BURN, ENERGY, FALSE)
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O.take_damage((impact_structure_damage + aoe_structure_damage) * structure_bleed_coeff * get_damage_coeff(A), BURN, "energy", FALSE)
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return PROJECTILE_PIERCE_PHASE // ditto and this could be refactored to on_hit honestly - Silly-Cons
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return ..()
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return ..()
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/obj/item/projectile/beam/beam_rifle/proc/get_damage_coeff(atom/target)
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if(istype(target, /obj/machinery/door))
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@@ -50,7 +50,7 @@
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/** PROJECTILE PIERCING
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* WARNING:
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* Projectile piercing MUST be done using these variables.
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* Ordinary passflags will be **IGNORED**.
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* Ordinary passflags will result in can_hit_target being false unless directly clicked on - similar to projectile_phasing but without even going to process_hit.
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* The two flag variables below both use pass flags.
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* In the context of LETPASStHROW, it means the projectile will ignore things that are currently "in the air" from a throw.
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*
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@@ -354,7 +354,7 @@
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/obj/item/projectile/Bump(atom/A)
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SEND_SIGNAL(src, COMSIG_MOVABLE_BUMP, A)
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if(!can_hit_target(A, A == original, TRUE))
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if(!can_hit_target(A, A == original, TRUE, TRUE))
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return
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Impact(A)
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@@ -395,7 +395,7 @@
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if(def_zone && check_zone(def_zone) != BODY_ZONE_CHEST)
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def_zone = ran_zone(def_zone, max(100-(7*distance), 5) * zone_accuracy_factor) //Lower accurancy/longer range tradeoff. 7 is a balanced number to use.
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return process_hit(T, select_target(T, A)) // SELECT TARGET FIRST!
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return process_hit(T, select_target(T, A, A), A) // SELECT TARGET FIRST!
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/**
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* The primary workhorse proc of projectile impacts.
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@@ -414,12 +414,14 @@
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* @params
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* T - Turf we're on/supposedly hitting
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* target - target we're hitting
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* bumped - target we originally bumped. it's here to ensure that if something blocks our projectile by means of Cross() failure, we hit it
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* even if it is not dense.
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* hit_something - only should be set by recursive calling by this proc - tracks if we hit something already
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*
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* Returns if we hit something.
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* - Silly-Cons
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*/
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/obj/item/projectile/proc/process_hit(turf/T, atom/target, hit_something = FALSE)
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/obj/item/projectile/proc/process_hit(turf/T, atom/target, atom/bumped, hit_something = FALSE)
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// 1.
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if(QDELETED(src) || !T || !target)
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return
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@@ -434,7 +436,7 @@
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if(!(movement_type & PHASING))
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temporary_unstoppable_movement = TRUE
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movement_type |= PHASING
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return process_hit(T, select_target(T, target), hit_something) // try to hit something else
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return process_hit(T, select_target(T, target, bumped), bumped, hit_something) // try to hit something else
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// at this point we are going to hit the thing
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// in which case send signal to it
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SEND_SIGNAL(target, COMSIG_PROJECTILE_PREHIT, args)
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@@ -446,8 +448,8 @@
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if(!(movement_type & PHASING))
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temporary_unstoppable_movement = TRUE
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movement_type |= PHASING
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return process_hit(T, select_target(T, target), TRUE)
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qdel(src)
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return process_hit(T, select_target(T, target, bumped), bumped, TRUE)
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qdel(src)
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return hit_something
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/**
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@@ -456,7 +458,9 @@
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* @params
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* T - The turf
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* target - The "preferred" atom to hit, usually what we Bumped() first.
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*
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* bumped - used to track if something is the reason we impacted in the first place.
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* If set, this atom is always treated as dense by can_hit_target.
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* Priority:
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* 0. Anything that is already in impacted is ignored no matter what. Furthermore, in any bracket, if the target atom parameter is in it, that's hit first.
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* Furthermore, can_hit_target is always checked. This (entire proc) is PERFORMANCE OVERHEAD!! But, it shouldn't be ""too"" bad and I frankly don't have a better *generic non snowflakey* way that I can think of right now at 3 AM.
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@@ -467,51 +471,50 @@
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* 4. Turf
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* 5. Nothing
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*/
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/obj/item/projectile/proc/select_target(turf/T, atom/target)
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/obj/item/projectile/proc/select_target(turf/T, atom/target, atom/bumped)
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// 1. original
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if(can_hit_target(original, TRUE, FALSE))
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if(can_hit_target(original, TRUE, FALSE, original == bumped))
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return original
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var/list/atom/possible = list() // let's define these ONCE
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var/list/atom/considering = list()
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// 2. mobs
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possible = typecache_filter_list(T, GLOB.typecache_living) // living only
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for(var/i in possible)
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if(!can_hit_target(i, i == original, TRUE))
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if(!can_hit_target(i, i == original, TRUE, i == bumped))
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continue
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considering += i
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if(considering.len)
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var/mob/living/M = pick(considering)
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return M.lowest_buckled_mob()
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considering.len = 0
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// 3. objs
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possible = typecache_filter_list(T, GLOB.typecache_machine_or_structure) // because why are items ever dense?
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for(var/i in possible)
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if(!can_hit_target(i, i == original, TRUE))
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// 3. objs and other dense things
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for(var/i in T.contents)
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if(!can_hit_target(i, i == original, TRUE, i == bumped))
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continue
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considering += i
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if(considering.len)
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return pick(considering)
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// 4. turf
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if(can_hit_target(T, T == original, TRUE))
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if(can_hit_target(T, T == original, TRUE, T == bumped))
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return T
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// 5. nothing
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// (returns null)
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//Returns true if the target atom is on our current turf and above the right layer
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//If direct target is true it's the originally clicked target.
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/obj/item/projectile/proc/can_hit_target(atom/target, direct_target = FALSE, ignore_loc = FALSE)
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/obj/item/projectile/proc/can_hit_target(atom/target, direct_target = FALSE, ignore_loc = FALSE,cross_failed = FALSE)
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if(QDELETED(target) || impacted[target])
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return FALSE
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if(!ignore_loc && (loc != target.loc))
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return FALSE
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// if pass_flags match, pass through entirely
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if(target.pass_flags_self & pass_flags) // phasing
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// if pass_flags match, pass through entirely - unless direct target is set.
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if((target.pass_flags_self & pass_flags) && !direct_target)
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return FALSE
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if(!ignore_source_check && firer)
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var/mob/M = firer
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if((target == firer) || ((target == firer.loc) && ismecha(firer.loc)) || (target in firer.buckled_mobs) || (istype(M) && (M.buckled == target)))
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return FALSE
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if(target.density) //This thing blocks projectiles, hit it regardless of layer/mob stuns/etc.
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if(target.density || cross_failed) //This thing blocks projectiles, hit it regardless of layer/mob stuns/etc.
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return TRUE
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if(!isliving(target))
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if(isturf(target)) // non dense turfs
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@@ -525,8 +528,14 @@
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if(direct_target)
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return TRUE
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// If target not able to use items, move and stand - or if they're just dead, pass over.
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if(L.stat == DEAD || (!hit_stunned_targets && HAS_TRAIT(L, TRAIT_IMMOBILIZED) && HAS_TRAIT(L, TRAIT_FLOORED) && HAS_TRAIT(L, TRAIT_HANDS_BLOCKED)))
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if(L.stat == DEAD)
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return FALSE
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if(!L.density)
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return FALSE
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if(L.resting)
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return TRUE
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var/stunned = HAS_TRAIT(L, TRAIT_MOBILITY_NOMOVE) && HAS_TRAIT(L, TRAIT_MOBILITY_NOREST) && HAS_TRAIT(L, TRAIT_MOBILITY_NOPICKUP)
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return !stunned || hit_stunned_targets
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return TRUE
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/**
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@@ -601,8 +610,9 @@
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* NOT meant to be a pure proc, since this replaces prehit() which was used to do things.
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* Return PROJECTILE_DELETE_WITHOUT_HITTING to delete projectile without hitting at all!
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*/
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/obj/item/projectile/proc/prehit_pierce(atom/A)
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if(projectile_phasing & A.pass_flags_self)
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if((projectile_phasing & A.pass_flags_self) && (phasing_ignore_direct_target || original != A))
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return PROJECTILE_PIERCE_PHASE
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if(projectile_piercing & A.pass_flags_self)
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return PROJECTILE_PIERCE_HIT
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@@ -612,8 +622,6 @@
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return (projectile_phasing & LETPASSTHROW)? PROJECTILE_PIERCE_PHASE : ((projectile_piercing & LETPASSTHROW)? PROJECTILE_PIERCE_HIT : PROJECTILE_PIERCE_NONE)
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return PROJECTILE_PIERCE_NONE
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/**INeedAnAdult I am unsure what the fuck is going on in here and I'll have to get clairification on this shit.
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*/
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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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@@ -676,16 +684,17 @@
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pixels_tick_leftover = required_pixels
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/obj/item/projectile/proc/fire(angle, atom/direct_target)
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LAZYINITLIST(impacted)
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if(fired_from)
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SEND_SIGNAL(fired_from, COMSIG_PROJECTILE_BEFORE_FIRE, src, original) //If no angle needs to resolve it from xo/yo!
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if(shrapnel_type)
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AddElement(/datum/element/embed, projectile_payload = shrapnel_type)
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if(!log_override && firer && original)
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log_combat(firer, original, "fired at", src, "from [get_area_name(src, TRUE)]")
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if(direct_target && (get_dist(direct_target, get_turf(src)) <= 1)) // point blank shots
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if(direct_target && (get_dist(direct_target, get_turf(src)) <= 1)) // point blank shots
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process_hit(get_turf(direct_target), direct_target)
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if(QDELETED(src))
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return
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return
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if(isnum(angle))
|
||||
setAngle(angle)
|
||||
if(spread)
|
||||
@@ -703,7 +712,6 @@
|
||||
var/matrix/M = new
|
||||
M.Turn(Angle)
|
||||
transform = M
|
||||
LAZYINITLIST(impacted)
|
||||
trajectory_ignore_forcemove = TRUE
|
||||
forceMove(starting)
|
||||
set_light(fired_light_range, fired_light_intensity, fired_light_color)
|
||||
|
||||
@@ -72,7 +72,7 @@
|
||||
damage = 15
|
||||
irradiate = 100
|
||||
range = 15
|
||||
pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE | PASSCLOSEDTURF
|
||||
pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE | PASSCLOSEDTURF | PASSMACHINE | PASSSTRUCTURE
|
||||
|
||||
impact_effect_type = /obj/effect/temp_visual/impact_effect/green_laser
|
||||
light_color = LIGHT_COLOR_GREEN
|
||||
|
||||
Reference in New Issue
Block a user