Merge pull request #6082 from Citadel-Station-13/upstream-merge-36147
[MIRROR] [READY] ~SPELL CARDS~, homing projectiles, and more!
This commit is contained in:
@@ -776,7 +776,6 @@
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impact_effect_type = /obj/effect/temp_visual/dir_setting/bloodsplatter
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/obj/item/projectile/magic/arcane_barrage/blood/Collide(atom/target)
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colliding = TRUE
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var/turf/T = get_turf(target)
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playsound(T, 'sound/effects/splat.ogg', 50, TRUE)
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if(iscultist(target))
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@@ -790,7 +789,6 @@
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M.adjustHealth(-5)
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new /obj/effect/temp_visual/cult/sparks(T)
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qdel(src)
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colliding = FALSE
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else
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..()
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File diff suppressed because it is too large
Load Diff
@@ -254,9 +254,7 @@
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current_user.setDir(SOUTH)
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if(226 to 315)
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current_user.setDir(WEST)
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var/difference = abs(lastangle - angle)
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if(difference > 350) //Too lazy to properly math, detects 360 --> 0 changes.
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difference = (lastangle > 350? ((360 - lastangle) + angle) : ((360 - angle) + lastangle))
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var/difference = abs(closer_angle_difference(lastangle, angle))
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delay_penalty(difference * aiming_time_increase_angle_multiplier)
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lastangle = angle
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@@ -292,7 +290,7 @@
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current_user = null
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if(istype(user))
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current_user = user
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LAZYADD(current_user.mousemove_intercept_objects, src)
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LAZYOR(current_user.mousemove_intercept_objects, src)
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mobhook = user.AddComponent(/datum/component/redirect, list(COMSIG_MOVABLE_MOVED), CALLBACK(src, .proc/on_mob_move))
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/obj/item/gun/energy/beam_rifle/onMouseDrag(src_object, over_object, src_location, over_location, params, mob)
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@@ -46,8 +46,6 @@
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var/ricochets_max = 2
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var/ricochet_chance = 30
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var/colliding = FALSE //pause processing..
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//Hitscan
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var/hitscan = FALSE //Whether this is hitscan. If it is, speed is basically ignored.
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var/list/beam_segments //assoc list of datum/point or datum/point/vector, start = end. Used for hitscan effect generation.
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@@ -57,6 +55,15 @@
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var/muzzle_type
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var/impact_type
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//Homing
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var/homing = FALSE
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var/atom/homing_target
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var/homing_turn_speed = 10 //Angle per tick.
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var/homing_inaccuracy_min = 0 //in pixels for these. offsets are set once when setting target.
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var/homing_inaccuracy_max = 0
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var/homing_offset_x = 0
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var/homing_offset_y = 0
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var/ignore_source_check = FALSE
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var/damage = 10
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@@ -192,7 +199,6 @@
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beam_segments[beam_index] = null
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/obj/item/projectile/Collide(atom/A)
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colliding = TRUE
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var/datum/point/pcache = trajectory.copy_to()
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if(check_ricochet(A) && check_ricochet_flag(A) && ricochets < ricochets_max)
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ricochets++
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@@ -208,7 +214,6 @@
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trajectory_ignore_forcemove = TRUE
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forceMove(get_turf(A))
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trajectory_ignore_forcemove = FALSE
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colliding = FALSE
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return FALSE
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var/distance = get_dist(get_turf(A), starting) // Get the distance between the turf shot from and the mob we hit and use that for the calculations.
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@@ -227,7 +232,6 @@
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trajectory_ignore_forcemove = TRUE
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forceMove(target_turf)
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trajectory_ignore_forcemove = FALSE
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colliding = FALSE
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return FALSE
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var/permutation = A.bullet_act(src, def_zone) // searches for return value, could be deleted after run so check A isn't null
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@@ -237,17 +241,14 @@
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trajectory_ignore_forcemove = FALSE
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if(A)
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permutated.Add(A)
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colliding = FALSE
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return FALSE
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else
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var/atom/alt = select_target(A)
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if(alt)
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if(!prehit(alt))
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colliding = FALSE
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return FALSE
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alt.bullet_act(src, def_zone)
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qdel(src)
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colliding = FALSE
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return TRUE
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/obj/item/projectile/proc/select_target(atom/A) //Selects another target from a wall if we hit a wall.
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@@ -350,7 +351,7 @@
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trajectory_ignore_forcemove = TRUE
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forceMove(starting)
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trajectory_ignore_forcemove = FALSE
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trajectory = new(starting.x, starting.y, starting.z, 0, 0, Angle, pixel_speed)
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trajectory = new(starting.x, starting.y, starting.z, pixel_x, pixel_y, Angle, pixel_speed)
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last_projectile_move = world.time
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fired = TRUE
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if(hitscan)
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@@ -417,6 +418,8 @@
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var/matrix/M = new
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M.Turn(Angle)
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transform = M
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if(homing)
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process_homing()
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trajectory.increment(trajectory_multiplier)
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var/turf/T = trajectory.return_turf()
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if(!istype(T))
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@@ -445,10 +448,32 @@
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Collide(original)
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Range()
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/obj/item/projectile/proc/process_homing() //may need speeding up in the future performance wise.
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if(!homing_target)
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return FALSE
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var/datum/point/PT = RETURN_PRECISE_POINT(homing_target)
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PT.x += CLAMP(homing_offset_x, 1, world.maxx)
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PT.y += CLAMP(homing_offset_y, 1, world.maxy)
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var/angle = closer_angle_difference(Angle, angle_between_points(RETURN_PRECISE_POINT(src), PT))
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setAngle(Angle + CLAMP(angle, -homing_turn_speed, homing_turn_speed))
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/obj/item/projectile/proc/set_homing_target(atom/A)
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if(!A || (!isturf(A) && !isturf(A.loc)))
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return FALSE
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homing = TRUE
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homing_target = A
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homing_offset_x = rand(homing_inaccuracy_min, homing_inaccuracy_max)
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homing_offset_y = rand(homing_inaccuracy_min, homing_inaccuracy_max)
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if(prob(50))
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homing_offset_x = -homing_offset_x
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if(prob(50))
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homing_offset_y = -homing_offset_y
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//Returns true if the target atom is on our current turf and above the right layer
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/obj/item/projectile/proc/can_hit_target(atom/target, var/list/passthrough)
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return (target && ((target.layer >= PROJECTILE_HIT_THRESHHOLD_LAYER) || ismob(target)) && (loc == get_turf(target)) && (!(target in passthrough)))
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//Spread is FORCED!
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/obj/item/projectile/proc/preparePixelProjectile(atom/target, atom/source, params, spread = 0)
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var/turf/curloc = get_turf(source)
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var/turf/targloc = get_turf(target)
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@@ -460,7 +485,7 @@
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if(targloc || !params)
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yo = targloc.y - curloc.y
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xo = targloc.x - curloc.x
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setAngle(Get_Angle(src, targloc))
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setAngle(Get_Angle(src, targloc) + spread)
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//CIT CHANGES START HERE - makes it so laying down makes you unable to shoot through most objects
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if(iscarbon(source))
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@@ -474,14 +499,11 @@
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p_x = calculated[2]
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p_y = calculated[3]
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if(spread)
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setAngle(calculated[1] + spread)
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else
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setAngle(calculated[1])
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setAngle(calculated[1] + spread)
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else if(targloc)
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yo = targloc.y - curloc.y
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xo = targloc.x - curloc.x
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setAngle(Get_Angle(src, targloc))
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setAngle(Get_Angle(src, targloc) + spread)
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else
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stack_trace("WARNING: Projectile [type] fired without either mouse parameters, or a target atom to aim at!")
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qdel(src)
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@@ -0,0 +1,6 @@
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/obj/item/projectile/spellcard
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name = "enchanted card"
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desc = "A piece of paper enchanted to give it extreme durability and stiffness, along with a very hot burn to anyone unfortunate enough to get hit by a charged one."
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icon_state = "spellcard"
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damage_type = BURN
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damage = 2
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@@ -9,6 +9,7 @@
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var/list/projectile_var_overrides = list()
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var/projectile_amount = 1 //Projectiles per cast.
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var/current_amount = 0 //How many projectiles left.
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var/projectiles_per_fire = 1 //Projectiles per fire. Probably not a good thing to use unless you override ready_projectile().
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/obj/effect/proc_holder/spell/aimed/Click()
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var/mob/living/user = usr
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@@ -26,10 +27,18 @@
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charge_counter = charge_max * refund_percent
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start_recharge()
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remove_ranged_ability(msg)
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on_deactivation(user)
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else
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msg = "<span class='notice'>[active_msg]<B>Left-click to shoot it at a target!</B></span>"
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current_amount = projectile_amount
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add_ranged_ability(user, msg, TRUE)
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on_activation(user)
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/obj/effect/proc_holder/spell/aimed/proc/on_activation(mob/user)
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return
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/obj/effect/proc_holder/spell/aimed/proc/on_deactivation(mob/user)
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return
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/obj/effect/proc_holder/spell/aimed/update_icon()
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if(!action)
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@@ -60,19 +69,25 @@
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remove_ranged_ability() //Auto-disable the ability once you run out of bullets.
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charge_counter = 0
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start_recharge()
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on_deactivation(user)
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return TRUE
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/obj/effect/proc_holder/spell/aimed/proc/fire_projectile(mob/living/user, atom/target)
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current_amount--
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var/obj/item/projectile/P = new projectile_type(user.loc)
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P.firer = user
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P.preparePixelProjectile(target, user)
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for(var/V in projectile_var_overrides)
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if(P.vars[V])
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P.vv_edit_var(V, projectile_var_overrides[V])
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P.fire()
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for(var/i in 1 to projectiles_per_fire)
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var/obj/item/projectile/P = new projectile_type(user.loc)
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P.firer = user
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P.preparePixelProjectile(target, user)
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for(var/V in projectile_var_overrides)
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if(P.vars[V])
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P.vv_edit_var(V, projectile_var_overrides[V])
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ready_projectile(P, target, user, i)
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P.fire()
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return TRUE
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/obj/effect/proc_holder/spell/aimed/proc/ready_projectile(obj/item/projectile/P, atom/target, mob/user, iteration)
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return
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/obj/effect/proc_holder/spell/aimed/lightningbolt
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name = "Lightning Bolt"
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desc = "Fire a high powered lightning bolt at your foes!"
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@@ -108,3 +123,58 @@
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active_msg = "You prepare to cast your fireball spell!"
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deactive_msg = "You extinguish your fireball... for now."
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active = FALSE
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/obj/effect/proc_holder/spell/aimed/spell_cards
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name = "Spell Cards"
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desc = "Blazing hot rapid-fire homing cards. Banish your foes with its mystical power!"
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school = "evocation"
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charge_max = 50
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clothes_req = 0
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invocation = "Sigi'lu M'Fan 'Tasia"
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invocation_type = "shout"
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range = 40
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cooldown_min = 10
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projectile_amount = 5
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projectiles_per_fire = 7
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projectile_type = /obj/item/projectile/spellcard
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var/datum/weakref/current_target_weakref
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var/projectile_turnrate = 10
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var/projectile_pixel_homing_spread = 32
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var/projectile_initial_spread_amount = 30
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var/projectile_location_spread_amount = 12
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var/datum/component/lockon_aiming/lockon_component
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ranged_clickcd_override = 1
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/obj/effect/proc_holder/spell/aimed/spell_cards/on_activation(mob/M)
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QDEL_NULL(lockon_component)
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lockon_component = M.AddComponent(/datum/component/lockon_aiming, 5, typecacheof(list(/mob/living)), 1, null, CALLBACK(src, .proc/on_lockon_component))
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/obj/effect/proc_holder/spell/aimed/spell_cards/proc/on_lockon_component(list/locked_weakrefs)
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if(!length(locked_weakrefs))
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current_target_weakref = null
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return
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current_target_weakref = locked_weakrefs[1]
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var/atom/A = current_target_weakref.resolve()
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if(A)
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var/mob/M = lockon_component.parent
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M.face_atom(A)
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/obj/effect/proc_holder/spell/aimed/spell_cards/on_deactivation(mob/M)
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QDEL_NULL(lockon_component)
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/obj/effect/proc_holder/spell/aimed/spell_cards/ready_projectile(obj/item/projectile/P, atom/target, mob/user, iteration)
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if(current_target_weakref)
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var/atom/A = current_target_weakref.resolve()
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if(A && get_dist(A, user) < 7)
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P.homing_turn_speed = projectile_turnrate
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P.homing_inaccuracy_min = projectile_pixel_homing_spread
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P.homing_inaccuracy_max = projectile_pixel_homing_spread
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P.set_homing_target(current_target_weakref.resolve())
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var/rand_spr = rand()
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var/total_angle = projectile_initial_spread_amount * 2
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var/adjusted_angle = total_angle - ((projectile_initial_spread_amount / projectiles_per_fire) * 0.5)
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var/one_fire_angle = adjusted_angle / projectiles_per_fire
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var/current_angle = iteration * one_fire_angle * rand_spr - (projectile_initial_spread_amount / 2)
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P.pixel_x = rand(-projectile_location_spread_amount, projectile_location_spread_amount)
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P.pixel_y = rand(-projectile_location_spread_amount, projectile_location_spread_amount)
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P.preparePixelProjectile(target, user, null, current_angle)
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