sigh
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@@ -45,13 +45,15 @@
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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_1 = CHECK_RICOCHET_1
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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/handle_ricochet(obj/item/projectile/P)
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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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/obj/structure/blob/shield/reflective/handle_projectile_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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var/face_angle = dir2angle(face_direction)
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@@ -61,4 +63,4 @@
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var/new_angle_s = SIMPLIFY_DEGREES(face_angle + incidence_s)
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P.setAngle(new_angle_s)
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visible_message("<span class='warning'>[P] reflects off [src]!</span>")
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return TRUE
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return TRUE
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@@ -45,6 +45,8 @@
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var/pixels_range_leftover = 0
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/// "leftover" tick pixels and stuff yeah, so we don't round off things and introducing tracing inaccuracy.
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var/pixels_tick_leftover = 0
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/// Used to detect jumps in the middle of a pixel_move. Yes, this is ugly as sin code-wise but it works.
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var/pixel_move_interrupted = FALSE
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/// Pixels moved per second.
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var/pixels_per_second = TILES_TO_PIXELS(12.5)
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@@ -249,27 +251,54 @@
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else
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return 50 //if the projectile doesn't do damage, play its hitsound at 50% volume
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/obj/item/projectile/proc/on_ricochet(atom/A)
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return
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/obj/item/projectile/proc/store_hitscan_collision(datum/point/pcache)
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beam_segments[beam_index] = pcache
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beam_index = pcache
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beam_segments[beam_index] = null
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/obj/item/projectile/Bump(atom/A)
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var/turf/T = get_turf(A)
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if(trajectory && check_ricochet(A) && check_ricochet_flag(A) && ricochets < ricochets_max)
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var/datum/point/pcache = trajectory.copy_to()
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ricochets++
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if(A.handle_ricochet(src))
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on_ricochet(A)
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ignore_source_check = TRUE
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decayedRange = max(0, decayedRange - reflect_range_decrease)
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range = decayedRange
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if(hitscan)
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store_hitscan_collision(pcache)
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/**
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* Determines if we should ricochet off of something.
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* By default, asks the thing if we should ricochet off it, but because we're called first, we get final say.
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* Returns TRUE or FALSE.
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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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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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return prob(ricochet_chance)
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else
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CRASH("Invalid return value for projectile ricochet check from [A].")
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/**
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* Handles ricocheting off of something.
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* By default, also asks the thing to handle it, but because we're called first, we get final say.
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*/
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/obj/item/projectile/proc/handle_ricochet(atom/A)
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ricochets++
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ignore_source_check = TRUE
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decayedRange = max(0, decayedRange - reflect_range_decrease)
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pixel_move_interrupted = TRUE
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range = decayedRange
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return A.handle_projectile_ricochet(src)
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/obj/item/projectile/Bump(atom/A)
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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))
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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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handle_ricochet(A)
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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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@@ -344,16 +373,6 @@
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return T
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//Returns null if nothing at all was found.
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/obj/item/projectile/proc/check_ricochet()
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if(prob(ricochet_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(A.flags_1 & CHECK_RICOCHET_1)
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return TRUE
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return FALSE
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/// one move is a tile.
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/obj/item/projectile/proc/return_predicted_turf_after_moves(moves, forced_angle) //I say predicted because there's no telling that the projectile won't change direction/location in flight.
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if(!trajectory && isnull(forced_angle) && isnull(Angle))
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@@ -457,6 +476,7 @@
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trajectory.initialize_location(target.x, target.y, target.z, 0, 0)
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if(hitscan)
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record_hitscan_start(RETURN_PRECISE_POINT(src))
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pixel_move_interrupted = TRUE
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if(zc)
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after_z_change(old, target)
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@@ -505,7 +525,7 @@
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* The proc to make the projectile go, using a simulated pixel movement line trace.
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* Note: deciseconds_equivalent is currently only used for homing, times is the number of times to move pixel_increment_amount.
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* Trajectory multiplier directly modifies the factor of pixel_increment_amount to go per time.
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* It's complicated, so probably just don'ot mess with this unless you know what you're doing.
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* It's complicated, so probably just don't mess with this unless you know what you're doing.
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*/
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/obj/item/projectile/proc/pixel_move(times, hitscanning = FALSE, deciseconds_equivalent = world.tick_lag, trajectory_multiplier = 1, allow_animation = TRUE)
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if(!loc || !trajectory)
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@@ -515,6 +535,7 @@
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M.Turn(Angle)
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transform = M
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var/forcemoved = FALSE
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pixel_move_interrupted = FALSE // reset that
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var/turf/oldloc = loc
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var/old_px = pixel_x
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var/old_py = pixel_y
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@@ -550,7 +571,9 @@
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if(!--safety)
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CRASH("[type] took too long (allowed: [CEILING(pixel_increment_amount/world.icon_size,1)*2] moves) to get to its location.")
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step_towards(src, T)
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if(QDELETED(src))
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if(QDELETED(src) || pixel_move_interrupted) // this doesn't take into account with pixel_move_interrupted the portion of the move cut off by any forcemoves, but we're opting to ignore that for now
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// the reason is the entire point of moving to pixel speed rather than tile speed is smoothness, which will be crucial when pixel movement is done in the future
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// reverting back to tile is more or less the only way of fixing this issue.
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return
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pixels_range_leftover += pixel_increment_amount
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if(pixels_range_leftover > world.icon_size)
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